ID:2144117
 
From a design standpoint, how do you all handle player deaths? I usually just reset relevant player variables and teleport them to a respawn point, but that feels kind of cheap. If you do something different, what is it and why?
Perma-death.
depends on the genre. you can't just take random suggestions and plug them into your game. there's a reason death timers get up to 120+ seconds in dota 2 and only up to about like, somewhere in the 10 seconds range in CoD. there's a reason if you have a racing game and go off the track, you respawn exactly where you were right before you died, but in battlefield games you have multiple respawn points to choose from.

this is byond so im going to assume you're referring to handling death in naruto/bleach/dbz-esque games. in a standard death match game, if respawn points are boring for you, you could implement other ways players could come back to life, "cheat death" in the first place or keep fighting after death. league is really good at this. look up aatrox, kogmaw, karthus, tryndamere, zilean, anivia, leblanc, ekko, kindred, mordekaiser, sion, and zac.

proelium ( its a byond game if you're not familiar ) also had ways to interact with death. as a thief you could make yourself look like a corpse and then jump up and shank someone to death as they walked past. you also had necromancers who would literally sit in one spot for like 10 minutes waiting for someone to step near a corpse so they could use "corpse explosion" and kill them or they could turn the corpses into skeletons.

so theres a bunch of ways to turn deaths into more than just "die, wait a few seconds, then respawn" when it comes to games like these.