
Extraction and the shop · R.E.P.O. v0.4.0 · read from a local copy
The shopkeeper and what it watches
The shopkeeper is animated by a spring pose system and carries a detection sphere with an awake and a sleep collider.
The shopkeeper in R.E.P.O. is a machine with a job: it has a detection sphere, sensors with their own curves and sounds, a scan light and a line across the shop, a gun with two barrels that charge before it fires, a voice box with separate sets of lines, and forces for pushing itself free when it is stuck.
What the game establishes
- The shopkeeper is animated by a spring pose system and carries a detection sphere with an awake and a sleep collider. (checked against the game's own files)
- It has a big and a small sensor, each with its own curve and sound, and the small sensor has a value and a speed. (checked against the game's own files)
- A scan light runs through in, out and judging curves with separate colours for seeing and grabbing. (checked against the game's own files)
- A line is drawn between two points from a start point to the player, with a width curve and colours for seeing and grabbing. (checked against the game's own files)
- It has a gun with a big and a small barrel, a tip for each, an arm, a cog on a spring and curves for the barrel moving out and in. (checked against the game's own files)
- It can be switched on and off, with its own switch, light, curves, power and light sounds, sensor lights and glowing body parts. (checked against the game's own files)
- It grabs and releases with sounds and a loop whose pitch has a lowest and a highest value, plus an emission colour while holding. (checked against the game's own files)
- It builds up before firing, with a charge curve, a light with a maximum intensity, particles with a maximum scale, pitch and volume ranges, and a gun shake with an angle and a speed. (checked against the game's own files)
- Firing and hitting have their own lights, effects and transforms, with a shooting sound split between you and everyone. (checked against the game's own files)
- Its voice lines are kept in separate sets for being angry, hurt, seeing, grabbing and judging, with a voice box, a source and a text mesh. (checked against the game's own files)
- It has movement and idle loops and forces and durations for being pushed, stuck and dislodged. (checked against the game's own files)
- It waits out a ruckus over a distance and for a duration before reacting. (checked against the game's own files)
- The game ships a colour texture for the shopkeeper. (checked against the game's own files)
- The machine keeps two player points and a point for its face, the mesh of its gun barrel, a spring for its scan light with an angle to judge against, and a sound for the build-up of its shock wave. (checked against the game's own files)
In play
The shopkeeper is a machine rather than a shop assistant. It is animated by a spring-driven pose system, and it carries a detection sphere with a collider for being awake and another for being asleep, so it is either watching or not rather than being a permanent overseer.
It has two sensors. A big one and a small one each have a curve of their own and a sound, and the small sensor has a value and a speed for how far it has moved, which is why the machine can be seen leaning towards what it has noticed.
It shows you what it sees. A scan light runs through an in, an out and a judging curve, with separate colours for seeing and for grabbing, while a line is drawn between two points from a start point to the player, with a width curve and its own colours.
It has a gun. There is a big barrel and a small one, a tip for each, an arm, and a cog on a spring, with curves for the barrel going out and coming back in. Where it aims is a horizontal and a vertical transform, so the gun tracks rather than pointing at a fixed spot.
It can be switched off. The machine has an on-off switch with its own light and sounds, separate curves for switching on and off, sounds for powering up and down and for its lights going on and off, and sensor lights and glowing body parts to go with them.
It grabs as well as shoots. There are grab and release sounds and a grab loop whose pitch has a lowest and a highest value, along with a colour for the emission while it is holding something.
Before it fires, it judges. A charge curve drives a light whose intensity has a maximum, particles whose scale has a maximum, a build-up loop whose pitch and volume each run between a lowest and a highest, and a shake on the gun measured by an angle and a speed.
Firing and hitting are their own events. There is a shooting sound for you and a second one for everyone, a shock wave, a flash with its own sound, lights for shooting and for hitting, and separate effects and transforms for the big and small shots and for the hit.
It talks. There is a voice box with a sound and its own source, and the clips are kept in separate sets for being angry, hurt, seeing, grabbing and judging, with a text mesh alongside them for the words.
It moves and it can be knocked about. There are small and big movement sounds, horizontal and vertical loops and an idle loop, and the machine carries forces and durations for being pushed, for a phase of being stuck, and for pushing itself backward, upward and around to get free.
It works from points of its own. There are two points for players and one for its face, the mesh of its gun barrel is kept as an object, and its scan light turns on a spring with an angle to judge against, which is how the machine can aim at a person rather than at a direction. The build-up of its shock wave has a sound of its own.
It also waits things out. There is a distance and a duration for letting a ruckus settle, which is why the machine does not react to everything the moment it happens.
The image beside this entry is the game's own: the colour texture for the shopkeeper, showing its panels, vents and thruster parts.
What this entry does not tell you: how much damage its gun does, how long it takes to charge, or what it does when it catches you. We have not verified those numbers, so we do not print them.
Related
Extraction and the shopThe shop between runsThe game has a shopkeeper and a shop manager for the between-run shop.
MonstersHow monsters find youThe game tracks which room a player is in.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.