
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The bowtie monster and its yell
Its head and both eyes are sprung with targets, and the body turns on a horizontal spring.
The bowtie monster announces itself with a yell heard across the level: the game gives it sprung head and eyes, a vertical turn of its own, stomp particles and a spark when it leaves.
What the game establishes
- Its head and both eyes are sprung with targets, and the body turns on a horizontal spring. (checked against the game's own files)
- It has a vertical rotation transform and a vertical rotation spring of its own. (checked against the game's own files)
- Its yell has a start, an end and a loop, each with a player and a level version. (checked against the game's own files)
- The yell has a big particle and a small one. (checked against the game's own files)
- It stomps with a separate particle for each foot. (checked against the game's own files)
- It has particle eyes, impact and directional bits, and a despawn spark with a sound. (checked against the game's own files)
- It has footsteps in two sizes, short and long movement, jump and landing, notice and despawn sounds. (checked against the game's own files)
- It has its own material and a hurt collider it can leave behind. (checked against the game's own files)
In play
The bowtie monster is built to be heard as much as seen. Its whole attack begins with a yell, and the yell is modelled in parts rather than as one shout.
It has a start and an end to that yell, with a loop for the time in between, and each of those has a version for the player and a version for the rest of the crew. That pair is why the same yell can sound close to one person and distant to another.
The yell has particles of its own: a big one and a small one. Keeping both means the effect can be scaled rather than drawn the same way every time.
It stomps as it moves, and each foot has a party of its own. There is a particle for the left foot and one for the right, which is how a heavy monster can be tracked by its footprints rather than only by its silhouette.
Its head and both eyes are sprung with targets, and the body turns on a horizontal spring with a vertical turn of its own. That combination is what lets it lean towards you rather than rotating flat.
It carries particle eyes along with the usual impact and directional bits, so hitting it and being looked at are both visible effects rather than only sounds.
It sparks when it leaves. There is a particle for the despawn spark and a sound for it, which is how a monster can make an exit that reads as a departure rather than a pop.
Everything else is the standard set: footsteps in two sizes, short and long movement, a jump and a landing, a notice sound, a despawn sound, its own material and a collider it can leave behind as it moves.
What this entry does not tell you: how loud the yell is, how far it carries, or how much damage the monster does. 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.
MonstersHow monsters find youThe game tracks which room a player is in.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.