Enemies
Enemies are hostile entities that challenge the player through combat. Orbem Studio supports four distinct enemy types with configurable AI behaviors, health, damage values, and movement patterns.
Table of Contents
- Overview
- Creating an Enemy
- Configuration Fields
- Enemy Types
- Boss Fights
- AI Behaviors
- Best Practices
- Examples
Overview
Post Type: explore-enemy
Enemies provide challenge and combat scenarios in your game. They share many configuration options with characters but include combat-specific settings like damage values, health points, and enemy-specific behaviors.
Key Features
- Four enemy types: blocker, shooter, runner, boss
- Configurable health and damage values
- Movement AI (wandering, pathing, static)
- Directional sprite support
- Integration with missions (defeat to complete quest)
- Materialization system (appear after conditions met)
- Text-to-speech voice support
Creating an Enemy
- Navigate to Orbem Studio → Enemies
- Click Add New
- Enter an enemy name (e.g., "Forest Wolf" or "Rogue Robot")
- Configure meta fields in the Configuration box
- Upload enemy images for all directions
- Click Publish
Configuration Fields
Basic Configuration
Area Placement
Field: explore-area
Type: Select
The area where this enemy appears.
Example: Select "dark-forest" to place the enemy in that area.
Position and Size
Fields:
explore-top- Vertical position in pixelsexplore-left- Horizontal position in pixelsexplore-height- Enemy height in pixelsexplore-width- Enemy width in pixels
Example:
Top: 1800
Left: 2200
Height: 120
Width: 100Tips:
- Larger enemies feel more threatening
- Position away from player start points
- Consider sight lines and surprise factor
Visual Properties
Field: explore-rotation
Type: Number
Unit: Degrees
Rotate the enemy sprite.
Field: explore-layer
Type: Number
Z-index for layering. Higher numbers appear in front.
Example:
Rotation: 0
Layer: 5Enemy Name Override
Field: explore-character-name
Type: Text
Display name shown to players during combat or interactions.
Example:
Post Title: wolf-enemy-01
Character Name: "Corrupted Wolf"Enemy Images
Field: explore-character-images
Type: Multiple uploads
Visual representation of the enemy. Same directional sprite system as characters.
Required Images:
static-up- Facing upwardstatic-down- Facing downwardstatic-left- Facing leftstatic-right- Facing rightup- Moving upwarddown- Moving downwardleft- Moving leftright- Moving right
Optional Attack Poses:
up-punch- Attacking upwarddown-punch- Attacking downwardleft-punch- Attacking leftright-punch- Attacking right
Specifications:
- Format: PNG (with transparency) or GIF (for animations)
- Dimensions: Consistent across all images
- Style: Match character art style
Enemy Type
Field: explore-enemy-type
Type: Select
Determines the enemy's behavior and combat style.
Options:
blocker- Static enemy, no special abilitiesshooter- Fires projectiles at the playerrunner- Chases and collides with the playerboss- Special boss fight mechanics
Example:
Enemy Type: shooterSee Enemy Types section for detailed behavior descriptions.
Combat Stats
Damage Value
Field: explore-value
Type: Number
How much damage this enemy deals to the player.
Example:
Value: 10 (Low damage)
Value: 25 (Medium damage)
Value: 50 (High damage)Balance Considerations:
- Compare to player health pool
- Consider enemy frequency in area
- Balance with weapon damage for combat duration
Health
Field: explore-health
Type: Number
How much damage the enemy can take before being defeated.
Example:
Health: 50 (Weak enemy)
Health: 100 (Standard enemy)
Health: 500 (Boss enemy)Tips:
- Higher health = longer combat encounters
- Match health to enemy importance
- Boss enemies should have significantly more health
Movement Configuration
Enemies use the same movement system as NPCs.
Movement Speed
Field: explore-speed
Type: Number
How fast the enemy moves.
Example:
Speed: 50 (Slow, heavily armored)
Speed: 30 (Medium speed)
Speed: 20 (Fast, aggressive)Gameplay Impact:
- Fast enemies are harder to avoid
- Slow enemies allow strategic positioning
- Match speed to enemy type (runner = fast, blocker = slow)
Wanderer Mode
Field: explore-wanderer
Type: Radio (yes or no)
Enable autonomous area exploration.
Behavior:
- Yes: Enemy roams freely, creating dynamic encounters
- No: Enemy follows defined path or stays stationary
Use Cases:
- Wandering: Patrol enemies, roaming creatures
- Static: Guard enemies, trap encounters
Walking Path
Field: explore-path
Type: Repeater (coordinate pairs)
Define a specific patrol route.
Example:
Point 1: Top: 2000, Left: 2500
Point 2: Top: 2000, Left: 3500
Point 3: Top: 2500, Left: 3500
Point 4: Top: 2500, Left: 2500Strategy:
- Create patrol patterns players must navigate around
- Design paths that block important locations
- Consider timing and spacing for player dodging
Path Repeat
Field: explore-repeat
Type: Radio (yes or no)
Control if the enemy repeats their patrol path.
Example:
Repeat: yes (Continuous patrol)
Repeat: no (One-way patrol, stops at end)Time Between Points
Field: explore-time-between
Type: Number
Unit: Milliseconds
Pause duration at each path point.
Example:
Time Between: 2000 (2 second pause)Tactical Use:
- Brief pauses at corners (realistic patrol)
- Long pauses create windows for players to pass
Voice Configuration
Field: explore-voice
Type: Select (Google TTS voices)
Assign a voice for enemy dialogue or taunts in cutscenes.
Requirements:
- Google TTS API key in Global Options
- Typically used for boss enemies with dialogue
Example:
Voice: en-US-Wavenet-B (Menacing male voice)Materialization System
Control when enemies appear in the game world.
Materialize After Cutscene
Field: explore-materialize-after-cutscene
Type: Select (list of cutscenes)
Enemy appears after a specific cutscene completes.
Example:
Materialize After Cutscene: alarm-triggered
(Enemies appear after alarm cutscene)Materialize After Mission
Field: explore-materialize-after-mission
Type: Select (list of missions)
Enemy appears after a specific mission is completed.
Example:
Materialize After Mission: open-the-gate
(Enemy appears after gate opens)Remove After Cutscene
Field: explore-remove-after-cutscene
Type: Select (list of cutscenes)
Enemy disappears after a cutscene.
Example:
Remove After Cutscene: peace-treaty
(Enemy leaves after story resolution)Enemy Types
Blocker
Type: blocker
Static or patrolling enemies with no special abilities. Engage in melee combat when player approaches.
Behavior:
- Static item/enemy or can follow path / wanders (based on configuration)
- Does not attack
Best For:
- Guard enemies
- Obstacles that require combat to pass
- Low-level encounters
Example Configuration:
Enemy Type: blocker
Value: 10
Health: 75
Speed: 20
Wanderer: no
Path: [Guard post patrol pattern]Shooter
Type: shooter
Ranged enemies that fire projectiles at the player.
Behavior:
- Maintains distance from player
- Fires projectiles periodically
- Can move while shooting
- Projectile damage uses
explore-value
Best For:
- Ranged combat challenges
- Tower defense scenarios
- Forcing player movement
Tactical Considerations:
- Place in elevated positions or behind barriers
- Combine with blocker enemies for layered difficulty
- Projectile speed and damage balance is key
Example Configuration:
Enemy Type: shooter
Value: 15
Health: 60
Speed: 20
Wanderer: no
(Shooter AI automatically handles projectile firing)Runner
Type: runner
Aggressive enemies that chase the player and deal damage on collision.
Behavior:
- Actively pursues the player
- Deals damage when colliding with player
- Fast movement speed
- High aggression range
Best For:
- Chase sequences
- Creating pressure and urgency
- Forcing players to keep moving
Gameplay Impact:
- High speed makes them hard to escape
- Encourage dodging over direct combat
- Excellent for creating tension
Example Configuration:
Enemy Type: runner
Value: 20
Health: 40
Speed: 10
Wanderer: yes
(Runner AI automatically chases player when in range)Boss
Type: boss
Special enemies with boss fight mechanics, typically triggered by cutscenes.
Behavior:
- Must be triggered by a cutscene (see
explore-cutscene-boss) - Support for multi-phase fights
- Higher health pools
- Often combined with projectile or chase mechanics
Best For:
- End-of-level encounters
- Major story battles
- Gating progression
Boss Fight Setup:
- Create boss enemy with type "boss"
- Create cutscene that triggers the boss
- Set cutscene's
explore-cutscene-bossfield to this boss - Player completes cutscene, boss fight begins
Example Configuration:
Enemy Type: boss
Value: 30
Health: 500
Speed: 30
Voice: en-US-Wavenet-B
(Triggered by cutscene: "boss-intro")See Boss Fights section for detailed setup.
Boss Fights
Boss fights are special encounters triggered by cutscenes.
Boss Fight Flow
sequenceDiagram
participant Player
participant Cutscene
participant Boss
Player->>Cutscene: Trigger boss intro cutscene
Cutscene->>Player: Play dialogue/story
Cutscene->>Boss: Activate boss enemy
Boss->>Player: Begin combat
Player->>Boss: Deal damage
Boss->>Player: Deal damage
Player->>Boss: Defeat
Boss->>Player: Mission complete (if tied to mission)Setting Up a Boss Fight
Step 1: Create the Boss Enemy
Title: Shadow Lord
Enemy Type: boss
Value: 35
Health: 800
Speed: 30
Voice: en-US-Wavenet-B (for boss dialogue)
Area: throne-room
Top: 1500
Left: 2500
Height: 150
Width: 120Step 2: Create Boss Intro Cutscene
Title: Shadow Lord Confrontation
Area: throne-room
Cutscene Trigger: (Position near throne)
Trigger Type: auto
Cutscene Boss: shadow-lord (select the boss enemy)
(Add dialogue content in the post content area)Step 3: Optional Mission Integration
Link a mission to the boss:
Mission Title: Defeat the Shadow Lord
Trigger Enemy: shadow-lord
(Mission completes when boss is defeated)Boss Fight Phases
For multi-phase boss fights:
- Create multiple boss enemies with different stats
- Use cutscenes between phases
- Remove defeated phase, materialize next phase
- Each phase can have different behavior types
Example Multi-Phase Boss:
Phase 1: shadow-lord-phase-1 (Type: blocker)
Phase 2: shadow-lord-phase-2 (Type: shooter)
Phase 3: shadow-lord-phase-3 (Type: runner)AI Behaviors
Static Enemies
No movement configuration needed.
Setup:
Wanderer: no
Path: (empty)Use Cases:
- Turrets
- Trapped enemies
- Guard posts
Patrol Enemies
Follow defined paths.
Setup:
Wanderer: no
Path: [multiple points]
Repeat: yes
Speed: 20Strategy:
- Create predictable patterns players can learn
- Add brief pauses for realism
- Position patrols to block important paths
Roaming Enemies
Wander freely throughout the area.
Setup:
Wanderer: yes
Path: (empty)
Speed: 20Gameplay:
- Unpredictable encounters
- Dynamic difficulty
- Requires player awareness
Aggressive Chase
For runner-type enemies that actively pursue the player.
Setup:
Enemy Type: runner
Wanderer: yes
Speed: 50Behavior:
- Detects player within aggro range
- Chases until player escapes or enemy is defeated
- Creates high-pressure situations
Best Practices
Balance and Difficulty
Health Pool Ratios:
Early game: 50-100 health
Mid game: 100-200 health
Late game: 200-400 health
Boss: 500+ healthDamage Balance:
Player health: 100 (typical)
Weak enemy damage: 5-10
Standard enemy damage: 15-25
Boss damage: 30-50Combat Duration:
- Weak enemies: 2-4 hits to defeat
- Standard enemies: 5-10 hits
- Bosses: 15-30 hits
Enemy Placement
Density:
- Don't overwhelm players with too many enemies
- Leave safe spaces for players to recover
- Scale enemy count with area size
Positioning:
- Place enemies guarding valuable items
- Use line-of-sight to create surprise encounters
- Position shooters behind blockers
Variety:
- Mix enemy types in same area
- Combine static and mobile enemies
- Force players to adapt strategies
Visual Design
Sprite Clarity:
- Enemies should be visually distinct from friendly NPCs
- Use color schemes that indicate threat (red, dark colors)
- Make boss enemies noticeably larger
Animation:
- Attack animations should clearly telegraph damage
- Movement animations should indicate speed
- Death animations provide satisfying feedback
Performance
Optimization:
- Limit active enemies in player's vicinity
- Despawn enemies far from player
- Use sprite sheets for efficient loading
Examples
Example 1: Basic Guard Enemy
Title: Castle Guard
Slug: castle-guard-enemy
Enemy Type: blocker
Area: castle-entrance
Top: 2000
Left: 2500
Height: 110
Width: 90
Value: 15
Health: 100
Speed: 20
Path:
Point 1: Top: 2000, Left: 2500
Point 2: Top: 2000, Left: 3500
Repeat: yes
Time Between: 3000Example 2: Aggressive Runner
Title: Shadow Beast
Slug: shadow-beast
Enemy Type: runner
Area: dark-forest
Top: 1500
Left: 1800
Height: 130
Width: 110
Value: 25
Health: 80
Speed: 10
Wanderer: yesExample 3: Ranged Shooter
Title: Turret Drone
Slug: turret-drone
Enemy Type: shooter
Area: security-zone
Top: 2200
Left: 3000
Height: 100
Width: 100
Value: 20
Health: 150
Speed: 0
Wanderer: no
Path: (empty - stays stationary)Example 4: Multi-Phase Boss
Phase 1:
Title: Dragon Lord - Phase 1
Enemy Type: blocker
Value: 30
Health: 400
Speed: 2
Phase 2 (materializes after Phase 1 defeated):
Title: Dragon Lord - Phase 2
Enemy Type: shooter
Value: 35
Health: 400
Speed: 3
Materialize After Mission: defeat-dragon-phase-1
Phase 3:
Title: Dragon Lord - Final Form
Enemy Type: runner
Value: 40
Health: 500
Speed: 4
Materialize After Mission: defeat-dragon-phase-2Related Documentation
- Characters - Shared configuration with enemies
- Weapons - Combat system
- Missions - Enemy defeat objectives
- Cutscenes - Boss fight triggers
- Developer Mode - Visual enemy positioning