R.E.P.O. mechanics, need feedback!

Please take some time to leave ANY feedback, it is really appreciated!

Been playing around a bit and I’ve created this so far:

System includes:

  • Realistic first person POV - head is rotating with camera looking side to side and up and down. Torso is adjusting only to Y axis (up and down). Camera is limited so the player can’t look over it’s shoulders without rotating the whole body.

  • Grab system - similar to Dead Rails and Lumber Tycoon 2, the player can grab certain items and hold them in the air moving them around. The right arm tracks the item in the air. If the item is too heavy, multiple players can grab the same item and carry it together.

  • Eye tracking - character’s eyes will track either the item holding or the closest player to them. This creates a sense of where the player is looking.

  • Item price - every grabbable item has a price. The price is decreased every time the item is damaged (collided with another object at a certain velocity). The value lost depends on the damage (collision velocity). If the value drops to zero, the item is destroyed.

  • Cart - the cart is used for carrying multiple items at once. One second after an item is placed in the cart, the item is welded to it, and so are all the other items in the cart. This way, the player can carry the items without them falling out. When one of the items is taken out, all parts become unwelded so the player can easily take out any item. After one second, all items still in the cart are welded again. There is a display on the cart of current total price of all items in it.

  • Train - the train (brown platform in the video) will take you through the various bioms and places (different maps). To start the train, players need to manually provide power and pull the lever (button for now). Players will need to constantly supply power because otherwise the train will stop and leave you in the dangerous place.

This is not the final version, I still want to add voice chat, maybe different character models and etc. Obviously all the items are still low poly and undecorated (just for testing purposes).

9 Likes

the velocity for item damaging seems pretty low, is it that easy to damage items in the original game?

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wow this recreation of the system in REPO is actually REALLY GOOD, its smooth, the only thing i recommend now is that the players need to be a different avatar, like a bot, so it gives more robot like sensation, also make the walk animation different and the sound also, so it moves like a robot and sounds like one, another thing you can add are textures, in the real game textures are an awesome way to identify an object, for the valuables, you can also make that when an object loses value it gets a highlight so you know it gets damage, also add a damage cooldown, i dont know if you have one, just to avoid glitches.

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Yeah, it’s pretty low and is quite sensitive, especially for heavy items.

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Thanks!

Yap, I figured that out but I’m avoiding it as long as I can because I can’t model at all, I know only essentials in Blender. Anyone that would want to help in any way is welcome!

Yap, the crouch system also. I will need to add a destruction effect also. Inverse kinematics crossed my mind but I don’t know if that will effect the performance.

Do you mean the yellow square (gui) that shows when you first discover the item?

I do, otherwise the item will be destroyed instantly since the collision is checked in RenserService.Stepped

Yap, that adds a sense of being extra careful with an item. I might even increase the damage.

will it be damaged when you place it in the cart though?

(P.S, mind if you could tell me a little bit about how you made the dragging/grab mechanics? i have a game that would really benefit from this, but i can’t wrap my head around math and position stuff.)

It won’t be damaged by the cart.

This is the post I made a couple days ago and someone asked me the similar question:

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hi, could i ask how you did this? i tried drag detectors but only allowed one person to use the drag detector

i tried remaking this myself and it works well, you can move models or parts as long as the part or the models children have a “Grab” tag.
Grabbing.rbxl (61.7 KB)

also, the yellow box lets you place items inside of it, but you can delete it if you want i was just experimenting

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Sorry for late response, but I answered that question in a previous reply. For multiple persons to be able to hold the same object, I searched the forum to find the calculation that would be able to place one object in between multiple other objects. Don’t remember the exact post.

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btw what constraint did you use to move the object? im using align position but it’s a little weird with how it moves, and has a weird delay in it.

That’s probably due to responsiveness and your max force, if its higher it’ll feel more responsive

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Didn’t use constraints, just CFrames.