
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
When a monster gives up
There is a state for a monster despawning after being stuck.
Monsters in R.E.P.O. do not hunt forever: the game gives them ways to give up, a count of how long they will stay stuck, and checks for whether they are standing over a pit.
What the game establishes
- There is a state for a monster despawning after being stuck. (checked against the game's own files)
- A chase has a despawn of its own, with a time after which it happens. (checked against the game's own files)
- Despawning raises an event of its own. (checked against the game's own files)
- A monster checks whether it is over a pit, with transforms, a distance and a direction of its own. (checked against the game's own files)
- The pit check can be drawn for debugging. (checked against the game's own files)
- The chase state keeps a shortest and a longest time, a vision time and a timer, how many sightings reset it, the position being chased, whether it can reach and whether it only chases on the navigation mesh. (checked against the game's own files)
In play
A monster can decide to stop. There is a state for despawning of its own, which is why one can walk off rather than staying on the floor for the whole run.
Being stuck has a limit. The game counts how long something has been stuck, so a monster that cannot find its way is not left pushing at a wall forever.
A chase has a limit too. There is a separate despawn for a chase, with a time after which it happens, so being chased does not mean being followed to the truck.
There is a moment when it happens. The game raises an event when something despawns, which is how the rest of the level can react rather than only the monster disappearing.
The chase itself is bounded by settings. The state keeps a shortest and a longest time, a vision time with a timer, a count of how many sightings reset it, the position it is chasing, whether that position can be reached and whether it will only chase along the navigation mesh, which is how a hunt can end by design rather than by luck.
It also looks down. There are checks for whether a monster is over a pit, with a distance and a direction of their own, which is why a fall is something the monster saw coming.
Those checks can be drawn. There is a debug flag for showing the pit check, kept for the people making the game rather than for players.
What this entry does not tell you: how long a monster stays stuck, how long a chase lasts before it gives up, or how deep a pit has to be. We have not verified those numbers, so we do not print them.
Related
How the game behavesWhat decides whether a monster appearsAn enemy set-up holds a list of things to spawn.
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
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. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.