
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The animal and the noise it makes
Its moving sounds include a step, a stomp, a short move and a long move.
One monster in R.E.P.O. announces itself entirely by sound and debris: the game gives it steps, stomps, jumps, landing, a notice, an attack with its own loop, and four kinds of particle.
What the game establishes
- Its moving sounds include a step, a stomp, a short move and a long move. (checked against the game's own files)
- It has separate sounds for spawning and despawning. (checked against the game's own files)
- Its attack has a start, a loop and a stop, and it has a sound for noticing a player. (checked against the game's own files)
- Jumping and landing are separate sounds. (checked against the game's own files)
- It has particles for impact, for directional bits and for bits from its legs. (checked against the game's own files)
- It has a dig particle of its own. (checked against the game's own files)
- Being hurt and dying have their own sounds. (checked against the game's own files)
- It has an animator with a material and a controller of its own. (checked against the game's own files)
In play
One of the monsters works by being heard rather than seen. Its animation keeps a full set of sounds for moving: a step, a stomp, a short move and a long move, so how close it is can be judged from what it sounds like before anything is visible.
It announces its own arrival and departure. There are separate sounds for spawning and for despawning, which is how the game can make a monster appear feel like an event rather than a pop-in.
Its attack is a sequence. There is a start, a loop while it goes on and a stop, along with a sound for noticing a player, so a fight can be heard as a beginning, a stretch and an end rather than one shout.
It jumps and lands, and both are separate sounds. That is why a monster that leaps at you can be tracked through the air rather than only at the moment it arrives.
Its damage is mostly debris. There are particles for impact, for bits thrown in a direction, and for bits specifically from its legs, so hitting it looks like a body coming apart rather than a single effect.
It digs. There is a dig particle of its own, which is how a monster can disappear into the level rather than only being defeated or escaping out of sight.
Being hurt and dying have their own sounds as well, so the same monster is audible at every stage instead of only while it is attacking.
What this entry does not tell you: how much damage it does, how fast it moves, or how often it appears. 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 runner and what bursts out of itIt keeps a state, an animator and a head on a spring with a source and a target.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.