
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The tick, its mouth and its aura
It has a mouth with two lips and a state for them.
The tick in R.E.P.O. works with its mouth and an aura: lips that open and close, a head that bloats, loops for skittering and sucking, and a healing aura with a health pool of its own.
What the game establishes
- It has a mouth with two lips and a state for them. (checked against the game's own files)
- Its head can be flat or bloated, and parts of it bloat on springs. (checked against the game's own files)
- It has loops for skittering, walking, running and sucking. (checked against the game's own files)
- Sucking has a bigger sound of its own. (checked against the game's own files)
- Its healing is an aura with a health pool, particles for the heal and its impact, and a loop of its own. (checked against the game's own files)
- A heal that fails has its own particle. (checked against the game's own files)
- Its limbs, head and body are sprung with targets, and it has jump transforms for each side and a body animation curve. (checked against the game's own files)
- It has a maximum health and a flag for whether it has been full, with sounds for being hurt, dying, jumping, noticing and detaching. (checked against the game's own files)
- Its grab has a force for nothing held and a force for what cannot be grabbed, a point to grab from, and a flat and a bloated collider of its own. (checked against the game's own files)
In play
The tick is a monster built around a mouth and an aura. It has lips that are modelled open and closed with a state between them, so what it is doing can be read from the mouth rather than from the whole body.
Its head has two shapes. There is a flat head and a bloated head, and parts of the body bloat on springs of their own, which is how the monster can look starved and then swollen.
Its grip is measured rather than assumed. The tick has one grab force for when it is holding nothing and another for what cannot be grabbed, a point to grab from, and two colliders — a flat one and a bloated one — which is why the swollen shape changes how it holds on.
It moves in several ways. There are loops for skittering, for walking and for running, so the same creature can travel slowly across a room or rush at you, and each has its own sound.
It sucks. There is a suck loop and a bigger version of the sound, which is why the mouth is not only for show: the noise it makes is the warning for what the mouth is about to do.
Its healing is an aura of its own with a health pool behind it. There are particles for the aura, particles for the moment the healing lands and smoke for that impact, along with a loop while the aura is running.
A heal can fail. There is a separate particle for a heal that did not work, so the game knows the difference between an aura that helped and one that did not.
Its body is sprung throughout. The limbs, the head and the body each have springs with targets, there are separate jump transforms for its two sides, and the body has an animation curve of its own.
It has a maximum health and a flag for whether it has already been full, and sounds for being hurt, dying, jumping, noticing a player and detaching, so it is audible at every stage of an encounter.
What this entry does not tell you: how much its aura heals, how much health it has, or how fast it moves. 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.
MonstersThe heart hugger and its two facesIt has a set of normal meshes and a set of horror meshes.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.