
Gear and items · R.E.P.O. v0.4.0 · read from a local copy
The cleaning tools and effects
Cleaning has a director and a clean effect of its own.
Cleaning in R.E.P.O. is a small system of its own: the build names a clean director and effect, a spot identifier, a sprite sheet for the effect, cleaning supplies in the museum, and a clean state on the level's own pieces.
What the game establishes
- Cleaning has a director and a clean effect of its own. (checked against the game's own files)
- The clean effect is drawn from a sprite sheet of its own. (checked against the game's own files)
- A clean spot has an identifier of its own, and the effect has particle settings beside it. (checked against the game's own files)
- The museum keeps cleaning supplies of its own, a mop among them. (checked against the game's own files)
- The level's own wall and corner pieces carry a clean version beside the piece they belong to. (checked against the game's own files)
In play
Cleaning in this game is something you do to a place rather than to your own inventory. The build names a director and a clean effect of its own, which is why wiping something down plays out as a short piece of the game rather than as a menu toggle.
The effect is drawn rather than modelled. There is a sprite sheet for the clean effect, so what appears when a surface is cleaned is artwork cut from a sheet of its own.
A spot knows that it is clean. There is an identifier for a clean spot and a set of particle settings for the effect, which is how the game can tell a surface that has been wiped from one that has not.
The tools are named as objects. The museum keeps cleaning supplies of its own, a mop among them, which is why a level can have a cupboard of cleaning equipment rather than one universal item.
The equipment belongs to the museum rather than to you. Because the supplies are named as the museum's own pieces, a level can hold its cleaning equipment where it is needed instead of the crew carrying a mop through every run.
The level's own pieces carry a clean state. Wall and corner pieces are named in a clean version beside the piece they belong to, which is why a cleaned surface can look different without being a separate room.
The image beside this entry is the game's own: the sprite sheet the clean effect is cut from, with round puffs and four-pointed sparkles on it.
What this entry does not tell you: how long cleaning takes, how much dirt anything carries, or what cleaning changes about the run. We have not verified those numbers, so we do not print them.
Related
ValuablesMoving loot and gear aroundAt least one valuable is packaged in a box you can move.
Gear and itemsThe gear you carryA walkie-talkie is a defined item you can carry.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.