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

The oogly and the light it sees by

It sees with a spotlight and a point light of its own, with a maximum intensity.

The oogly in R.E.P.O. sees with a spotlight rather than a pair of eyes: the game gives it a cone of light with its own fade curves and sounds, a flight height, and a trail it drags a grabbed player with.

What the game establishes

In play

The oogly does not find you with a gaze. It has a spotlight and a point light of its own, with a maximum intensity, so the thing that is looking for you is also the thing lighting the room.

That light has a beginning and an end. There are separate curves and durations for the spotlight coming in and going out, and sounds for switching it on and off, which is why you can hear that you have been noticed before the light arrives.

It flies rather than walks. There is a minimum, a maximum and a preferred height, along with a clearance it keeps from the ceiling, so it moves through the room at a height it chose rather than following the floor.

It roams inside a radius and masks itself against the environment. That pair is how a flying monster can wander while still being hidden by what is in the way.

It teleports. Out and in each have a curve, particles and a sound, so the oogly can leave and reappear as an event with a beginning rather than as a pop.

Its head follows a target on springs whose speed and damping are set separately, and it can be made to look down by a fixed angle. Keeping the damping apart from the speed is what gives the head its weight.

It has eyes, a jaw and a set of vector springs, which is why the face is a set of moving parts rather than one shape.

It grabs players and drags them. There is a trail object, a trail renderer and a mesh renderer for a grabbed player, along with sounds for grabbing and dropping, so a lifted crew member is something the monster draws.

Everything it does is audible: idling, wrestling, a call of its own, fast flight, seeing a player, charging, being hurt and dying each have their own sound, and there are effects for its eyes, its spotlight, its death and its hits.

The body is assembled as well as lit. It carries a visual transform, renderers that give it emission and a fresnel edge, a physics controller of its own and settings for how hard it moves and how smoothly it turns.

Its pose and its voice are held separately. The hands and the tail each hold a pose, and the audio is gathered around a main source with a list of voice lines and a shared sound for seeing a player, so the whole crew can hear that it has found someone.

The teleport has more than an out and an in: there is a loop and an end as well, and the spotlight carries a maximum intensity of its own on top of the point light.

What this entry does not tell you: how far its light reaches, how high it flies, or how much damage it does. 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.