
Interface and readouts · R.E.P.O. v0.4.0 · read from a local copy
How your own condition is shown
The player's health display sits on a mesh with a parent of its own.
Your character in R.E.P.O. shows what state it is in: the health display sits on a mesh with a parent of its own, the material is driven by a colour gradient, there is a light at the eye, and being hurt, being healed and being upgraded each have their own sound.
What the game establishes
- The player's health display sits on a mesh with a parent of its own. (checked against the game's own files)
- The health material is driven by a colour gradient. (checked against the game's own files)
- There is a light at the eye. (checked against the game's own files)
- It knows whether it belongs to the menu avatar. (checked against the game's own files)
- Being hurt, being healed and being upgraded each have their own sound. (checked against the game's own files)
In play
Your own condition is shown on the character rather than only in a readout. There is a health component on the player with a mesh parent of its own, which is why what happens to you can be seen on the avatar rather than counted in a corner.
The material changes with your condition. There is a colour gradient behind the health material, which is why the character does not switch between two colours but passes through a range as things get worse.
There is a light at the eye. That is a small, specific part rather than a general glow, which is how the character can read as alive or unwell without the whole model being lit differently.
It knows where it is. There is a flag for whether the component belongs to the menu avatar, which is why the same health display can be used on the character in the menu without it being a separate object.
And it is heard as well as seen. Being hurt, being healed and being upgraded each have their own sound, which is why the crew can tell what has happened to somebody from across the room.
What this entry does not tell you: how much health you have, how the gradient is shaped, or how loud any of the sounds are. We have not verified those numbers, so we do not print them.
Related
Gear and itemsHealth, damage and recoveryPlayers have tracked health.
Gear and itemsYour avatar and where it is shownThe avatar is built from named parts, including a left arm, a right arm and the eyelids.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.