
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The beamer and its laser
The beamer has a controller, an animator and a state with a timer of its own.
The beamer is a monster that shoots rather than grabs: the game gives it a laser with its own start and ray, an aiming rig with a curve, a spread and a speed, and springs that carry its nose and body.
What the game establishes
- The beamer has a controller, an animator and a state with a timer of its own. (checked against the game's own files)
- Its nose has springs two and three as well, each with a target and a source of its own. (checked against the game's own files)
- Its melee has a tell and a kick, and its attack has an introduction, a loop, an ending and a flag for the loop being active. (checked against the game's own files)
- Its laser has a start point and a ray of its own. (checked against the game's own files)
- Its aim uses a vertical transform with a curve, a spread and a speed. (checked against the game's own files)
- Its body is carried on springs, including a spring for the horizontal rotation, with speed and damping multipliers. (checked against the game's own files)
- Its nose has three springs, each with a target and a source, and an emission tied to them. (checked against the game's own files)
- Dying uses separate particle effects for the smoke, the body, the nose, the hat and the smoke at the bottom. (checked against the game's own files)
- Its footsteps are recorded in three sizes and its movement has a short and a long sound. (checked against the game's own files)
- It has a sound of its own for being stunned. (checked against the game's own files)
- Its laser has materials of its own, including a variant. (checked against the game's own files)
- The smoke its death gives off is drawn from a particle sheet of its own. (checked against the game's own files)
In play
The beamer is a monster of its own rather than a variation. It has a controller, an animator and a state with a timer, so its behaviour is a small machine rather than one animation on a loop.
It carries a laser. The laser has a start point and a ray of its own, which is why the beam can be drawn from the monster rather than being a hit that is only reported after the fact.
The aim is a rig rather than a snap. A vertical transform, a curve for the horizontal work, a spread and a speed come together to decide where the beam points, so the beamer can sweep rather than only point.
Its body is held on springs. There is a spring for the horizontal rotation and multipliers for how fast those springs settle and how much they damp, which is how the head and the body lag behind the aim instead of moving as one solid shape.
Its nose has three springs of its own, with a target and a source each and an emission tied to them, so the part that fires is the part that moves.
Dying is a set of separate effects. Smoke, the body, the nose, the hat and the smoke at the bottom are all different particle systems rather than one shared explosion.
It can be heard before it is seen. Footsteps are recorded in three sizes and its movement has a short and a long sound, along with a sound for being stunned and a separate introduction for the stun, so the game can tell you what it is doing without showing it.
The nose is a chain rather than one spring. Springs two and three have a target and a source each, so the part that fires follows the one behind it.
Its close work and its beam are heard in stages. The melee has a tell and a kick, and the attack has an introduction, a loop and an ending with a flag for the loop being active, which is why the monster can be read by ear while it aims.
The image beside this entry is the game's own: the colour texture of the beamer.
What this entry does not tell you: how much damage the beam does, how far it reaches, or how long the beamer takes to aim. 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 floater and how it attacksThe floater has a controller and an animator of its own rather than sharing another monster's.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.