Death, Respawn & Corpses
1. Summary
Starting over on every death is too extreme for the default game mode. Flatland3 uses respawn at resurrection points with meaningful loss concentrated on on-person belongings left on a lootable corpse.
Death is a setback and a logistics problem — not a character deletion — unless a future hardcore ruleset opts into permadeath.
2. Design verdict: respawn, not wipe
| Model | Fit for Flatland3 |
|---|---|
| Permadeath (new character) | Too harsh as default; fragments social/progression; better as optional Area ruleset or account flag |
| Respawn with penalties | Default — preserves identity, skills, cartography, banked goods |
| No death (casual) | Undermines risk in wilderness and corpse gameplay |
Recommendation: Default = respawn. Reserve permadeath for explicit hardcore Areas or seasonal modes.
3. Death flow
PvP path: HP → 0 may enter UNCONSCIOUS first (14 §8). The winner chooses kill (this flow) or capture (jail). Instant death still applies to PvE mobs, environment, and when a player chooses to finish a downed foe.
Player HP → 0 (kill confirmed — not merely unconscious)
│
├─► Character enters DEAD state (no actions except UI/chat limits)
│
├─► Spawn CORPSE entity at death location (x,y,z,w)
│ └── Contains on-person inventory snapshot (§4)
│
├─► Strip on-person items from living character
│
├─► Compute death penalty (§8) from death type + corpse↔respawn distance
│
├─► Select resurrection point (§5) → teleport living character (minimal kit + soul-bound gear)
│
└─► Persist: death event, corpse id, respawn point, penalties applied, timers
4. What stays on the corpse
4.1 On-person (goes to corpse)
Everything the character was carrying on their body at time of death:
| Category | On corpse? |
|---|---|
| Equipped clothing/armor (robes with pockets, etc.) | Yes — item + contents |
| Worn backpacks, belts, bandoliers | Yes — container + contents |
| Items in those containers (nested) | Yes |
| Hotbar / quick-access on-person | Yes |
| Physical currency (coins in purse) | Yes — see 08 §9 |
Rule: If it is in the personal carry graph rooted at equipped/worn slots, it moves to the corpse as a frozen inventory snapshot (same nesting structure).
Exception: Items with soul_bound attribute (§4.4) stay on the character — not moved to corpse.
4.2 Not on corpse (survives death)
| Category | Survives? |
|---|---|
| Bank account balance | Yes — magical bank network (08 §9) |
| Town / rented item storage | Yes |
| Player residence chests (future) | Yes |
| Cartography ledger | Yes (see §7) |
| Skills & attributes | Yes — subject to death penalty (§8) |
| Quest flags (non-item) | Yes |
| Soul-bound items (§4.3) | Respawn equipped or in soul-bound slots |
4.3 Soul-bound items (decided)
Soul-bound is an item attribute — not every item can become soul-bound.
| Rule | Detail |
|---|---|
| Eligibility | Item template flag can_soul_bind — only certain categories (quest gear, ritual items, some crafted pieces) |
| Binding | Use crafted soul-bind scroll (consumable) — see 09-crafting-and-recipes.html §6 |
| On death | Stays with character; never on corpse |
| Trade | Cannot trade, drop, or mail while bound (configurable per template) |
| Unbind | Rare quest or GM only — default permanent |
struct ItemTemplate {
can_soul_bind: bool, // only some items eligible
// ...
}
struct ItemInstance {
soul_bound: bool, // set after binding ceremony
}
4.4 Respawn kit
Character respawns with:
- Minimal default clothing if no soul-bound garments
- All soul-bound items still equipped or in designated soul slots
- Death penalty debuffs / XP debt applied (§8)
- No non-soul-bound containers or loot
5. Resurrection points
5.1 Concept
Resurrection spots are registered world nodes (shrines, temples, town anchors, waystones). On death, the player respawns at the closest eligible point to the death location.
Death at (x,y,z) in Area w
│
▼
Query resurrection registry for Area w
│
▼
Closest point by path distance (or straight-line if unreachable)
│
▼
Admit player at spawn pose + facing
5.2 Point types (proposed)
| Type | Binding | Notes |
|---|---|---|
| Town shrine | Public | Always available; safe zones |
| Faction temple | Reputation gate | Better buff on respawn if allied |
| Party beacon (later) | Temporary | Placed by players, short TTL |
| Wilderness waystone | Discover to unlock | Risky — far from towns but closer to frontier |
Players may set active resurrection preference among discovered points in the same Area if within policy (e.g. “bind to Temple of X”).
5.3 Closest vs last visited
Default: geometrically / path closest eligible point to corpse.
Optional player bind: overrides to one chosen point if discovered and not on cooldown.
Prevents exploit: binding only to safe city while farming dangerous zone — bind cooldown or “must visit within N hours”.
6. Corpse entity
6.1 Behavior
- Corpse is a world entity at death coords until despawn
- Owner recovery: deceased player (or party) can open corpse and loot back — same rules as any container
- Third-party looting: allowed per Area rules (PvP zones yes; safe towns no)
- Identification: name, time of death, killer (if known)
6.2 Timers
| Timer | Purpose |
|---|---|
| Owner priority (e.g. 5 min) | Only owner/party can loot — reduces grief in mixed rules |
| Public loot | After priority window, anyone can loot |
| Despawn (e.g. 30–60 min) | Corpse removed; items sink to ground bag or vanish per ruleset |
6.3 Region boundaries
- Corpse state is region-local while corpse exists (same world)
- On region crash: control plane reconciles from death event + checkpoint
- Region handoff while dead: corpse stays at death coords; player in DEAD state migrates with connection (
01)
7. Persistence on death
| Data | Default behavior |
|---|---|
| Cartography ledger | Retained |
| Skills / attributes | Retained; penalty applied (§8) |
| Bank account (currency) | Untouched |
| Town / rented item storage | Untouched |
| On-person inventory (non-soul-bound) | On corpse |
| Soul-bound items | On character |
| Resurrection bind | Retained |
8. Death penalties (decided)
Death always carries a variable penalty — never a free respawn.
8.1 Penalty components
Penalties stack from two axes:
- Death type — how you died
- Recovery distance — how far corpse is from resurrection point used
total_penalty = combine(death_type_profile, distance_profile)
Applied as modifiers (§8.3) and/or XP / skill debt.
8.2 Death type profiles (examples)
| Death type | Typical sources | Penalty severity |
|---|---|---|
| Environmental | Fall, drown, lava | Low–medium |
| PvE combat | NPC, monster | Medium |
| PvP combat | Player killer | High |
| Execution / curse | Scripted, faction | High + special debuffs |
| Exhaustion / starvation | Survival systems | Low |
Each profile defines base:
xp_debt_percent— fraction of recent XP pool owed backskill_training_debt— slowed XP gain for N minutesresurrection_sickness— stat modifier magnitude & durationdurability_loss— optional gear on corpse only
8.3 Distance factor
Longer corpse → resurrection point distance increases penalty:
distance_factor = clamp(path_distance_m / reference_distance, 0.5, 2.0)
- Die deep in wilderness, respawn at distant town shrine → higher sickness / debt
- Die next to town wall → lower penalty
- Encourages binding waystones or accepting risk far from civilization
Distance uses path distance in Area when navmesh available; else straight-line with penalty cap.
8.4 Resurrection sickness (unified debuff)
Single debuff bundle scaled by total_penalty:
| Effect | Scales with penalty |
|---|---|
| −max HP / stamina | yes |
| −carry capacity (temporary) | yes |
| −skill XP rate | yes |
| Visual “wounded” state | TUI indicator |
Clears over time or at shrine/healer for fee.
8.5 What penalties never do (default)
- Delete character
- Wipe cartography ledger
- Drain bank account
- Destroy soul-bound items
9. PvE vs PvP (outline)
| Context | Corpse looting | Resurrection |
|---|---|---|
| Safe town / PvE | Owner-only or not lootable by others | Nearest town shrine |
| Wilderness PvE | Owner priority → public | Closest waystone or town |
| PvP flagged | Full loot after priority window; high death-type penalty | Same |
10. Player experience (TUI)
- Death screen: killer, death type, penalty preview, corpse vs respawn distance, corpse marker on map
- Commands:
flatland corpse locate,flatland respawn(auto),flatland corpse lootwhen in range - Agent JSON: corpse id, coords, timer remaining, inventory manifest hash
11. Open questions
Resolved (2026-07-06):
| # | Decision |
|---|---|
| D1 | FFA corpse loot — anyone may loot |
| D2 | Hardcore ruleset optional (permadeath flag / manifest ruleset) |
| D3 | Corpse harvesting — NPC/beast corpses only, not players |
| D4 | Healing scales with spell, potion, and caster skill — no flat NPC heal |
12. Design feedback (starting over)
Permadeath for every death would fight the rest of the design: cartography investment, skill training, town storage, and social play all assume a persistent character. Respawn + corpse recovery adds tension without deleting hours of exploration.
Corpse + on-person loot is the right pressure point: players bank valuables, choose loadouts for trips, and recover corpses in dangerous zones — classic MMO risk loop done well in Ultima Online–style systems.
Inventory mass/volume, bags, and modifiers: 08-inventory-carriers-and-storage.html