
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The slow walker and the mace it swings
It carries a mace with its own transform and a spark effect, with sounds for short swings, long swings and the mace trailing.
The slow walker attacks with a mace on a neck made of springs: the game gives it three neck springs, an eye with its own flesh and ball, and an implosion attack with local and global sounds.
What the game establishes
- It carries a mace with its own transform and a spark effect, with sounds for short swings, long swings and the mace trailing. (checked against the game's own files)
- Its neck is three springs, each with a target and a source. (checked against the game's own files)
- Its eye has one spring for the flesh and another for the eyeball, each with a target and a source. (checked against the game's own files)
- The springs have speed and damping multipliers of their own. (checked against the game's own files)
- Its attack has a build-up voice, an impact, and a separate implosion with local and global hit and impact sounds. (checked against the game's own files)
- It has small and big footstep sounds, a jump, a landing and short and long movement sounds. (checked against the game's own files)
- It looks under things with an intro, an attack and an outro, and has a stun loop of its own. (checked against the game's own files)
- It has its own attack and jump effect objects. (checked against the game's own files)
- It has a short and a long noise, and a voice for noticing a player. (checked against the game's own files)
In play
The slow walker is built to deliver one heavy blow. It carries a mace with a transform of its own and a spark effect, and it has sounds for short swings, long swings and the mace trailing behind the swing.
Its neck is made of three springs. Each has a target and a source, so the head is thrown forward and dragged back rather than animated into a fixed pose.
Its eye is sprung twice over: one spring for the flesh and another for the eyeball, which is why the eye can lag behind the socket when the head is moving.
The springs have speed and damping multipliers. Those two values are what make the walker slow rather than merely heavy: the same springs could be made quick by turning them up.
Its attack is a build-up followed by an implosion. There is a voice for the build-up, an impact sound, and then a separate implosion with local and global versions of both the hit and the impact.
The local and global versions matter because they are how the game plays a sound to you and to the rest of the crew differently, which is why the same hit can be heard in two ways.
It walks with two sizes of footstep. There are small and big footstep sounds along with a jump, a landing and short and long movement sounds, so its approach is audible before it arrives.
It looks under things, with an intro, an attack and an outro of its own, and it has a stun loop and its own attack and jump effect objects.
It makes a noise as well as a footstep. There is a short and a long noise and a voice for when it notices you, which is why hearing it is not the same as seeing it.
What this entry does not tell you: how much damage the mace does, how long the build-up lasts, or how fast it walks. 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 bomb and its fuseThe bomb body hangs 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.