
Interface and readouts · R.E.P.O. v0.4.0 · read from a local copy
The screen in the truck
The truck menu is animated, with antennas, a front panel, two windows and a dish each on a spring with a target.
The screen in the R.E.P.O. truck is a machine of its own: the menu has antennas, panels, windows and a dish on springs, and the display reveals text, shows chat messages and changes its background.
What the game establishes
- The truck menu is animated, with antennas, a front panel, two windows and a dish each on a spring with a target. (checked against the game's own files)
- Each of those parts also keeps a transform and a target of its own. (checked against the game's own files)
- It has skeleton bit and smoke particles at the start and at the end, plus a loop and swerve, speed-up and slow-down sounds. (checked against the game's own files)
- The display has a text reveal setting and a delay between messages. (checked against the game's own files)
- A message has a screen type, a loading bar and a result bar with a light of its own. (checked against the game's own files)
- It has typing, emoji, new line, new page and charge loop sounds, with custom emoji sounds of its own. (checked against the game's own files)
- A message can succeed or fail, and the screen has main, off, evil and transition background colours. (checked against the game's own files)
- Engine sounds are attached to the screen as well. (checked against the game's own files)
- The screen opens on a curve, and its door has a loop that is started and ended separately. (checked against the game's own files)
- The truck's body rustles in three long and three short sounds, its skeleton hits have sounds of their own including the skull, and there are faster swerves and fire-pass swerves. (checked against the game's own files)
- The screen's text carries a static grab collider, the chat message it shows, a callback for when a message arrives, an engine success sound of its own and a test line kept for building. (checked against the game's own files)
- The screen itself has both a colour texture and a normal map of its own. (checked against the game's own files)
- The truck has side hatches, a top hatch and a door with their own animations. (checked against the game's own files)
In play
The screen in the truck is not a flat panel. The menu around it is animated: antennas, a front panel, two windows and a dish each have a spring with a target of their own, so the whole console moves as the truck does.
Every part of the console has two ends. The middle antenna, the front panel, both windows, the dish and the back antenna each keep a transform and a target, which is where the spring pulls them to.
It has debris of its own. There are particles for skeleton bits and smoke at the start and again at the end, along with a loop and sounds for swerving, speeding up and slowing down, which is how the truck console reacts to being driven.
The text is held as an object of its own. It carries a static grab collider, the message string it is showing, a callback for when a chat message arrives, an engine success sound and a test line kept for building, which is why what you read on the screen is driven rather than printed.
The display has settings for how text arrives. There is a reveal setting and a delay between one message and the next, so the text can be typed out rather than appearing all at once.
Messages are their own object. There is a screen type, a chat message with a loading bar and a result bar with a light of its own, so a message can be shown while it is being worked on and then resolved.
It has sounds for its own typing. There are separate sounds for typing, for emoji, for a new line, for a new page and a loop while a message is charging, along with custom emoji sounds, which is why the console can sound busy without anything being said.
A message can succeed or fail, and the screen has four background colours: its main one, an off one, an evil one and one used while it is changing.
Engine sounds belong to the screen as well. There is a transform for the engine sound, a rev sound and a success sound, which is how the audio of the truck is attached to what is on the display rather than to the vehicle alone.
Because the menu, the text and the sounds are all part of one object, the truck can be torn apart and put back together without the console losing what it was showing.
What this entry does not tell you: what any message says, how long a message takes, or what the success and failure states change. We have not verified those, 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.
Interface and readoutsThe save and your run recordThe save stores the team name and the names of the players.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.