
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The spinny and the wheel it spins
It carries a spinning wheel made of pieces of its own, and the colour and the border of each slice are kept for every slice.
The spinny is built around a spinning wheel: coloured slices with borders of their own, a target angle and extra spins, a jingle for each colour, and a mouth on a tongue that spits.
What the game establishes
- It carries a spinning wheel made of pieces of its own, and the colour and the border of each slice are kept for every slice. (checked against the game's own files)
- The wheel has a target angle, a spin duration and a count of extra spins. (checked against the game's own files)
- Each colour on the wheel has its own jingle, one of them is a second black jingle heard by the whole crew, and a looping roulette sound and a tick sit under them. (checked against the game's own files)
- It holds a player target, a lock point, a line-of-sight check and a collision check as separate things. (checked against the game's own files)
- Its head is a mouth over a tongue, with a pivot for closed and one for open and springs for the base and the top of the tongue. (checked against the game's own files)
- Opening the mouth, closing it and the tongue landing on something have their own sounds. (checked against the game's own files)
- It spits droplets with a splash through a particle system kept for the spitting. (checked against the game's own files)
- It carries a money bag, a smaller spare valuable, a spawn point for the bag and a collision check of its own for the money. (checked against the game's own files)
- Damage, healing, a full heal, a money prize and an interruption each have their own effect, with a colour and a play-on-start setting. (checked against the game's own files)
- It loops a song and a muffled version of it, has a sound for leaving the song, an idle loop and a running loop, and a death jingle. (checked against the game's own files)
- Its animator holds two head objects, a head animator, a pivot for the tongue, a player ball, a footstep and a value for progress over time. (checked against the game's own files)
- It carries particles for money, for locking on, for lightning, for small hurts and for an interruption, along with an explosion particle of its own. (checked against the game's own files)
- It keeps a target for the closed tongue and a target for the head, with a sound for moving its head and a sound for being interrupted. (checked against the game's own files)
- Its body carries a torque multiplier and a follow-force multiplier, and two semi-transparent lines of its own. (checked against the game's own files)
In play
The spinny is built around a wheel. It carries the wheel itself, the pieces the wheel is made of, and the colour and the border of every slice, so the wheel is a real object with segments rather than a picture that turns.
The wheel has a result. There is a target angle for the wheel, a length of time a spin lasts and a count of extra spins, which is how a spin can be aimed at a slice instead of stopping wherever it happens to be.
Every colour on the wheel has a jingle of its own: green, red, black, white and yellow. One of them is a second black jingle that the whole crew hears rather than only the players standing nearby, and there is a looping roulette sound and a tick under them. A player who has learned the jingles can follow the wheel without looking at it.
It picks one player and keeps an eye on the way to them. A player target, a lock point and a line-of-sight check are things it holds separately, so being seen and being chased are not the same moment.
Its head is a mouth on a tongue. The head has a pivot for being closed and a pivot for being open, a flag for the mouth being open, springs for the base and the top of the tongue with targets of their own, and sounds kept apart for opening the mouth, closing it and for the tongue landing on something.
It spits as well as bites. There are droplets, a splash, and a particle system kept for the spitting, which is why the spit reads as its own attack rather than as part of the head.
It carries money with it. There is a money bag, a smaller spare valuable, a spawn point for the bag and a collision check used only for the money, so what happens to the coins is tracked separately from the body.
Its effects are separate objects rather than one flash. Damage, healing, a full heal, a money prize and an interruption each have an effect of their own, with a colour and a setting for whether it plays when it starts; the full heal also has smoke and the spit has its droplets.
It is audible before it is visible. There is a song it loops and a muffled version of that song, a sound for leaving the song behind, an idle loop and a running loop for moving, and a death jingle, which is how the crew hears it coming through the level.
The body is driven as well as built. It carries a torque multiplier and a follow-force multiplier, so how hard it turns and how hard it chases are settings of the monster rather than of the level.
It is held together by parts of its own. There are two head objects and a head animator, a pivot for the tongue, a ball that stands for the player it has caught, a footstep and a progress value, which is why the creature's motion is an assembly rather than one animation.
Its effects are particles of their own: money, a lock-on, lightning, a small hurt, an interruption and an explosion are separate systems, with sounds kept for moving the head and for being interrupted.
The image beside this entry is the game's own: the colour texture of the spinny.
What this entry does not tell you: what each slice of the wheel does, what the money bag is worth, or how long a spin lasts. 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.
MonstersHow monsters find youThe game tracks which room a player is in.
MonstersReading a monster before it reaches youEvery monster carries a tracked behaviour state.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.