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

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

Creating an Enemy

  1. Navigate to Orbem StudioEnemies
  2. Click Add New
  3. Enter an enemy name (e.g., "Forest Wolf" or "Rogue Robot")
  4. Configure meta fields in the Configuration box
  5. Upload enemy images for all directions
  6. 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:

Example:

Top: 1800
Left: 2200
Height: 120
Width: 100

Tips:

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: 5

Enemy 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:

Optional Attack Poses:

Specifications:

Enemy Type

Field: explore-enemy-type
Type: Select

Determines the enemy's behavior and combat style.

Options:

Example:

Enemy Type: shooter

See 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:

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:

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:

Wanderer Mode

Field: explore-wanderer
Type: Radio (yes or no)

Enable autonomous area exploration.

Behavior:

Use Cases:

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: 2500

Strategy:

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:

Voice Configuration

Field: explore-voice
Type: Select (Google TTS voices)

Assign a voice for enemy dialogue or taunts in cutscenes.

Requirements:

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:

Best For:

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:

Best For:

Tactical Considerations:

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:

Best For:

Gameplay Impact:

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:

Best For:

Boss Fight Setup:

  1. Create boss enemy with type "boss"
  2. Create cutscene that triggers the boss
  3. Set cutscene's explore-cutscene-boss field to this boss
  4. 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: 120

Step 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:

  1. Create multiple boss enemies with different stats
  2. Use cutscenes between phases
  3. Remove defeated phase, materialize next phase
  4. 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:

Patrol Enemies

Follow defined paths.

Setup:

Wanderer: no
Path: [multiple points]
Repeat: yes
Speed: 20

Strategy:

Roaming Enemies

Wander freely throughout the area.

Setup:

Wanderer: yes
Path: (empty)
Speed: 20

Gameplay:

Aggressive Chase

For runner-type enemies that actively pursue the player.

Setup:

Enemy Type: runner
Wanderer: yes
Speed: 50

Behavior:

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+ health

Damage Balance:

Player health: 100 (typical)
Weak enemy damage: 5-10
Standard enemy damage: 15-25
Boss damage: 30-50

Combat Duration:

Enemy Placement

Density:

Positioning:

Variety:

Visual Design

Sprite Clarity:

Animation:

Performance

Optimization:

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: 3000

Example 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: yes

Example 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-2