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Monsters · R.E.P.O. v0.4.0 · read from a local copy

The elsa at two sizes

It has a collider for its small size and one for its big size, and a separate death effect for each.

The elsa is the same monster at two sizes: a collider and a fur picture for each, its own sounds for the change between them, and a small and a big version of almost everything it says.

What the game establishes

In play

The elsa is not one size. There is a collider for its small size and a collider for its big size, and it dies in a small effect and a big one, which is why the same monster reads as two different things depending on which size it is in.

The fur is kept per size. The game ships one fur picture for the small size and a different one for the big size rather than stretching a single coat over both.

The change between the sizes has sounds of its own. There is a sound for the start of it, a stinger that marks it, a sound for limbs breaking, a sound for the head looking up, and a sound for landing, so the moment is not silent.

Almost everything it says is kept twice. Barks, footsteps, hurt, jumping, landing, death and panting each exist in a small version and a big version, so the same event sounds different at the two sizes.

One of the big barks is heard by the whole crew. It has a version for the players nearby and a version for everyone, so a player across the level can hear that this one is at its big size.

Looking under something has sounds of its own: one for going in, one for attacking while it is under there, and one for coming back out.

Its repeating sounds are loops rather than single hits. Flying, being stunned and panting each have a loop, and the panting is kept in both sizes.

It can be petted, and being petted has a reaction of its own: a small sound and a heart effect.

Its head is a mesh with a wiggle on top of the spring that carries it, and there is a resting position for the head to return to, so the head keeps doing something even when the monster is standing still.

The hanging parts can be tuned together. There is a speed multiplier and a damping multiplier, which is how the same parts can feel slack at one moment and stiff at another.

It also holds back. There is a pause timer for its hurt sound, so being hit again and again does not stack the same noise on top of itself.

What this entry does not tell you: how much bigger the big size is, what triggers the change, or how long it lasts. We have not verified those numbers, so we do not print them.

Related

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.