
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The duck monster and its mouth
Its body and its head each hang on a spring with a target of their own.
The duck monster in R.E.P.O. floats, flaps and bites: the game springs its body and head, extends and retracts its mouth with sounds of its own, and gives it feather particles when it is hit.
What the game establishes
- Its body and its head each hang on a spring with a target of their own. (checked against the game's own files)
- It has a rotation spring and a collider named for a bucket. (checked against the game's own files)
- It follows a target with an offset of its own. (checked against the game's own files)
- Being hit produces feather particles of its own. (checked against the game's own files)
- Extending and retracting its mouth each have a sound. (checked against the game's own files)
- It has flap and loop sounds for flying. (checked against the game's own files)
- It quacks and has sounds for a footstep, a jump, a change of form and noticing a player. (checked against the game's own files)
- Being stunned has a start and a stop, being hurt has its own sound with a pause timer, and dying has its own sound. (checked against the game's own files)
- Biting and its attack loop have sounds of their own. (checked against the game's own files)
In play
The duck monster is built like the other floating creatures. Its body and its head each hang on a spring with a target of their own, so it drifts and turns rather than moving as one rigid shape.
It keeps a rotation spring and a collider named for a bucket. The spring is what gives the body its weight when it turns, and the collider ties it to the game's own props rather than being a shape invented for it.
It follows an offset rather than a point. That is how a monster can hover a little above and in front of where it is heading, which is what makes a floating creature look like it is flying rather than being dragged along the floor.
Hitting it produces feathers. There is a feather particle of its own, so the duck comes apart in the material it is made of rather than in generic pieces.
Its mouth is the part that matters. Extending and retracting the mouth each have a sound, which is why the moment before a bite can be heard as the beak coming out.
It can fly as well as hover. There are flap and loop sounds for flying, so a duck that has decided to move is audible the whole time it is in the air, not only when it starts.
It quacks, steps, jumps and transforms. Alongside the quack there are sounds for a footstep, a jump and a change of form, and it has a sound for noticing a player.
Being stunned has a start and a stop, being hurt has a sound with a pause timer of its own, and dying has its own sound, so the duck is audible at every stage of an encounter.
The image beside this entry is the game's own: the colour texture of the duck monster.
What this entry does not tell you: how much damage a bite does, how high it flies, or how often one appears. 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.
Gear and itemsThe exploding rubber duckThe duck is an item of its own with its own behaviour.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.