
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
The eye that follows you
An eye target keeps its own pupil size, with a multiplier, a speed and a smallest and a largest size.
A monster's eye in R.E.P.O. is animated rather than fixed: its pupil has a size, a multiplier and a speed of its own with a smallest and a largest, and a separate part tilts the hair on the same head on a spring.
What the game establishes
- An eye target keeps its own pupil size, with a multiplier, a speed and a smallest and a largest size. (checked against the game's own files)
- It holds the current pupil size and an idle offset. (checked against the game's own files)
- The eye target can be drawn for debugging. (checked against the game's own files)
- A separate part tilts the head's hair on a spring, with a random range and random times. (checked against the game's own files)
- That part works on the enemy's own transform. (checked against the game's own files)
- The monster's eye has sounds for spawning, despawning and blinking. (checked against the game's own files)
- It has a sound for starting to stare and a loop while staring, a loop for twitching, and a buildup and a beam for its laser with an explosion particle script. (checked against the game's own files)
- The monster carries a beam for each eye and particles for them, with an animation of its own. (checked against the game's own files)
In play
The eye is a small system rather than a painted-on dot. A monster's eye target keeps its own pupil size, with a multiplier and a speed that drive it and a smallest and a largest it may reach.
It keeps the size it is at. The current pupil size is held on the target, so the eye can be somewhere between its limits instead of only at one of them.
There is a resting offset. The pupil carries an idle offset of its own, which is why an eye that is not following anything still sits somewhere rather than in the exact centre.
It can be shown for the people making the game. There is a debug flag that draws the eye target, which is a thing the build keeps for itself rather than for the shop.
The head has a second small motion. A part for the hair tilt turns and settles on a spring, with a random range and random times for when it moves, so the head is never perfectly still.
That part works on the enemy's own transform, which is how a tilt set up in one place follows the monster rather than a point in the level.
It fires with both eyes. The monster carries a beam for its left eye and one for its right, particles for them and an animation of its own, which is why the glare can come from two places at once rather than one.
The eye arrives and leaves audibly. There are sounds for it spawning and despawning and for it blinking, so an eye that appears in a room is heard as well as seen.
It stares, twitches and fires. There is a sound for starting to stare and a loop that runs while it stares, a loop for its twitching, and a buildup and a beam for its laser, with an explosion particle script kept beside them.
What this entry does not tell you: how far an eye tracks, how fast a pupil changes, or what the random times come to. 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.
MonstersWhat a monster is doingA monster is always in one of a fixed set of named states.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.