
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The slow mouth and what it does to a player
It attaches to a player with separate pieces for the top and the bottom of the face.
The slow mouth is a monster that attaches itself to a player: the game ships separate pieces for the top and bottom of the face, a mouth for the player camera, and a set of voice lines for everything it does.
What the game establishes
- It attaches to a player with separate pieces for the top and the bottom of the face. (checked against the game's own files)
- It uses a local mouth in place of the player's own view. (checked against the game's own files)
- It has an attack of its own, a semi-puke and particles of its own. (checked against the game's own files)
- It has tentacles, an animator, a collider, a rigid body and the game's grabbable object. (checked against the game's own files)
- It follows a target and remembers where that target started. (checked against the game's own files)
- It has voice lines for spawning, idling, being hurt, dying, noticing, chasing, detaching and being stunned. (checked against the game's own files)
- Its animator keeps both jaws, its head and eyes, a middle eye, a talking loop, a transform for its particles and a state of its own. (checked against the game's own files)
- Its hive attack has a hit position, a blob with its own mesh and a fly-up curve, all parented to the enemy. (checked against the game's own files)
- There are plain sounds as well as the voice lines. (checked against the game's own files)
- Attaching itself is a step of its own: it keeps its tentacles and both jaws, the transform its particles sit on, the avatar it is aiming for, a local copy of the player's jaw, and a sound for the attach. (checked against the game's own files)
- Once attached it sits on a local parent with an intro and outro curve, and it carries a puke capsule with its own transform and renderer, puke particles, and a second set of jaw and mouth transforms for the other side. (checked against the game's own files)
- The puke has its own collision, with a light and separate bubble, splash and smoke particles. (checked against the game's own files)
In play
The slow mouth does not only chase. It attaches itself to a player, and the game keeps separate pieces for the top and the bottom of the face it puts on them, which is why being caught looks like a mask being fitted rather than a single hit.
There is a mouth for the camera. A local mouth of its own is used in place of the usual view, so what the player sees while it is on them is not their own face but the monster's mouth.
It has an attack of its own, a semi-puke and particles. Keeping the puke as a state of its own rather than only an effect is how the game can show the monster building up to it.
It has tentacles and an animator, and it is a physical object: a collider, a rigid body and the game's own grabbable object behind it. That is why the crew can pull it off rather than only waiting for it to let go.
It follows a target and remembers where that target started. Keeping the starting position means the monster can go back to where it began following, which is how a slow mouth can lose interest without wandering off.
Almost everything it does has a voice line. There are separate ones for spawning, for idling, for being hurt, for dying, for noticing a player, for chasing, for detaching and for being stunned, so the monster talks its way through its states.
There are plain versions of those sounds as well, alongside the voice lines, so a detach can be heard whether or not there is anything to say about it.
What comes out of it is modelled too. The puke has a collision of its own with a light and separate bubble, splash and smoke particles, which is why what lands on you is a physical presence rather than a flat decal.
What this entry does not tell you: how long it takes to attach, how much damage it does over time, or what the puke does. We have not verified those numbers, so we do not print them.
Related
MonstersWhen a monster has youA monster exists whose behaviour is built around holding a player.
MonstersWhat being grabbed does to a runA player's condition is tied to the grabbing mechanic.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.