
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The elsa at two sizes
It has a collider for its small size and one for its big size, and a separate death effect for each.
The elsa is the same monster at two sizes: a collider and a fur picture for each, its own sounds for the change between them, and a small and a big version of almost everything it says.
What the game establishes
- It has a collider for its small size and one for its big size, and a separate death effect for each. (checked against the game's own files)
- The game keeps a fur texture for the small size and a different one for the big size. (checked against the game's own files)
- The change between the sizes has sounds of its own: a start, a stinger, limbs breaking, the head looking up and a landing. (checked against the game's own files)
- Barks, footsteps, hurt, jump, landing, death and panting are each kept in a small version and a big version. (checked against the game's own files)
- One of its big barks has a version for nearby players and a version for everyone. (checked against the game's own files)
- Looking under something has three sounds: going in, attacking and coming back out. (checked against the game's own files)
- Flying, being stunned and panting use looping sounds rather than single hits. (checked against the game's own files)
- Being petted has a small sound and a heart effect of its own. (checked against the game's own files)
- Its head is a mesh with a wiggle transform and a resting transform, carried by a spring with a target of its own. (checked against the game's own files)
- The hanging parts share a speed multiplier and a damping multiplier. (checked against the game's own files)
- An arm swing has a sound of its own. (checked against the game's own files)
- It holds back before repeating its hurt sound. (checked against the game's own files)
In play
The elsa is not one size. There is a collider for its small size and a collider for its big size, and it dies in a small effect and a big one, which is why the same monster reads as two different things depending on which size it is in.
The fur is kept per size. The game ships one fur picture for the small size and a different one for the big size rather than stretching a single coat over both.
The change between the sizes has sounds of its own. There is a sound for the start of it, a stinger that marks it, a sound for limbs breaking, a sound for the head looking up, and a sound for landing, so the moment is not silent.
Almost everything it says is kept twice. Barks, footsteps, hurt, jumping, landing, death and panting each exist in a small version and a big version, so the same event sounds different at the two sizes.
One of the big barks is heard by the whole crew. It has a version for the players nearby and a version for everyone, so a player across the level can hear that this one is at its big size.
Looking under something has sounds of its own: one for going in, one for attacking while it is under there, and one for coming back out.
Its repeating sounds are loops rather than single hits. Flying, being stunned and panting each have a loop, and the panting is kept in both sizes.
It can be petted, and being petted has a reaction of its own: a small sound and a heart effect.
Its head is a mesh with a wiggle on top of the spring that carries it, and there is a resting position for the head to return to, so the head keeps doing something even when the monster is standing still.
The hanging parts can be tuned together. There is a speed multiplier and a damping multiplier, which is how the same parts can feel slack at one moment and stiff at another.
It also holds back. There is a pause timer for its hurt sound, so being hit again and again does not stack the same noise on top of itself.
What this entry does not tell you: how much bigger the big size is, what triggers the change, or how long it lasts. We have not verified those numbers, so we do not print them.
Related
MonstersThe elsa and everything that hangs off itIts head is on a spring with a transform and a target of its own.
MonstersThe bowtie monster and its yellIts head and both eyes are sprung with targets, and the body turns on a horizontal spring.
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.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.