
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The bomb and its fuse
The bomb body hangs on a spring with a source and a target.
One monster in R.E.P.O. attacks with a bomb, and the game models the bomb itself: a body on a spring, a fuse with a tip, a glow, fire and sparks, curves for burning down and a monologue.
What the game establishes
- The bomb body hangs on a spring with a source and a target. (checked against the game's own files)
- The fuse has a tip and a glow with their own transforms and a parent for its particles. (checked against the game's own files)
- The fuse burns with fire and sparks. (checked against the game's own files)
- Its glow, stiffness and shrinking each have their own curve. (checked against the game's own files)
- Both ends of the fuse are sprung, with sources and targets of their own. (checked against the game's own files)
- The monster has a head on a spring with a target and a rotation spring for its body. (checked against the game's own files)
- It talks through a source with springs above and below, and its idle and attack breakers take a time between a shortest and a longest. (checked against the game's own files)
- It has head objects, a move offset and death effects of its own. (checked against the game's own files)
- The encounter is directed, with a director holding a state of its own and units. (checked against the game's own files)
- The monster's body rotation has a transform of its own, and its talking runs from a top source and a bottom source with their own targets, with a test list of talk sounds kept beside them. (checked against the game's own files)
- The director can draw its own debug shapes, can be set to run one unit only and has a flag for running without fuse progress. (checked against the game's own files)
- The build ships the bomb's parts as named pieces, including dynamite in an eye and a version with several sticks. (checked against the game's own files)
In play
One of the monsters does not attack with its hands. It carries a bomb, and the game models the bomb as a thing rather than an animation: the body hangs on a spring with a source and a target, so it swings while it is held.
The fuse is its own object. It has a tip and a glow with transforms of their own, and a parent for its particles, which is how the burning end can be a separate piece of the model.
It burns visibly. There are particles for fire and for sparks, so the fuse is not only a timer but something you can watch.
The burning is animated with curves. The glow, the stiffness of the fuse and how much it shrinks each have their own curve, so the fuse bends and wastes away as it burns rather than staying the same shape.
Both ends are sprung. The bottom and the top of the fuse have springs with their own sources and targets, which is why a fuse can whip about while it is being consumed.
The monster carrying it is sprung as well. Its head follows a target on a spring and its body turns on a rotation spring, so the whole encounter moves with weight rather than snapping between poses.
It talks through the whole thing. There is a talk source with springs above and below, and the monologue is broken up by idle and attack breakers that each choose a time between a shortest and a longest value, which is why the talking does not follow a fixed script.
The talk comes from two places. There is a top source and a bottom source with targets of their own, and a test list of talk sounds beside them, while the body's rotation has a transform of its own, which is why the voice can move around the model rather than out of one point.
The director keeps its own checks. It can draw debug shapes, can be set to run a single unit and has a flag for running without fuse progress, which is how the encounter can be watched and shortened while it is being built.
It has head objects, a move offset and death effects of its own, and the encounter itself is directed: there is a director with a state of its own and units behind it.
What this entry does not tell you: how long a fuse burns, how much blast damage the bomb does, or how many bombs the encounter uses. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
Hazards and eventsThe mines, traps and lasers in a levelMines come in kinds, including one that stuns and one that is triggered.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.