Weapons
Weapons are combat items that determine how characters deal damage to enemies. Orbem Studio supports both melee and projectile weapons with configurable attack values and visual representations.
Table of Contents
- Overview
- Creating a Weapon
- Configuration Fields
- Weapon Types
- Making Weapons Collectible
- Character-Weapon Integration
- Best Practices
- Examples
Overview
Post Type: explore-weapon
Weapons define the combat capabilities of playable characters. Each weapon has attack power values for different attack types, can be melee or ranged, and appears both in the inventory system and optionally as collectible items on the map.
Key Features
- Three attack power levels (normal, heavy, charged)
- Melee and projectile weapon types
- Collectible placement on maps
- Default weapon assignment for characters
- Character-specific weapon sprites
- Materialization system (appear after conditions)
Creating a Weapon
- Navigate to Orbem Studio → Weapons
- Click Add New
- Enter a weapon name (e.g., "Energy Sword" or "Plasma Rifle")
- Configure meta fields in the Configuration box
- Upload a featured image for the weapon icon
- Click Publish
Configuration Fields
Featured Image
The featured image represents the weapon in the inventory system and when placed on the map as a collectible.
Specifications:
- Format: PNG with transparency
- Recommended size: 80px × 80px to 120px × 120px
- Style: Match your game's art aesthetic
Tips:
- Use consistent lighting across all weapon icons
- Include enough detail to be recognizable
- Consider silhouette clarity at small sizes
Attack Values
Field: explore-attack
Type: Complex (three number subfields)
Define damage values for three attack types.
Normal Attack
Subfield: normal
Type: Number
Standard attack damage. This is the primary attack players will use most frequently.
Example: 10
Design Considerations:
- Should allow defeating weak enemies in 2-4 hits
- Balance against player's attack frequency
- Starting weapons typically: 5-15 damage
Heavy Attack
Subfield: heavy
Type: Number
Charged or power attack damage. Usually requires longer animation or special input.
Example: 20
Typical Ratio: 1.5-2.5× normal attack damage
Use Cases:
- Breaking through enemy defenses
- Dealing with armored enemies
- Risk-reward gameplay (longer animation, more damage)
Charged Attack
Subfield: charged
Type: Number
Maximum power attack. Often requires buildup time or resource consumption.
Example: 35
Typical Ratio: 2.5-4× normal attack damage
Balance:
- Should feel powerful and satisfying
- Long charge time or resource cost prevents spam
- Excellent for boss fights
Example Attack Configuration:
Normal: 10
Heavy: 20
Charged: 35Projectile Mode
Field: explore-projectile
Type: Radio (yes or no)
Determines if the weapon is melee or ranged.
Melee Weapons
Setting: no
Weapon strikes enemies adjacent to the character.
Characteristics:
- Immediate damage on attack animation
- Requires close proximity to enemies
- Typically faster attack speed
- No ammunition concerns
Best For:
- Swords, clubs, fists
- High-risk, high-reward gameplay
- Fast-paced combat
Projectile Weapons
Setting: yes
Weapon fires projectiles that travel across the screen.
Characteristics:
- Ranged damage delivery
- Projectiles travel until hitting enemy or boundary
- Allows safe combat distance
- Visual projectile uses weapon icon
Best For:
- Guns, bows, magic staffs
- Strategic positioning gameplay
- Avoiding direct enemy contact
Example:
Projectile: yes (This is a laser gun)Value Type
Field: explore-value-type
Type: Select
Categorizes the item type for inventory management.
Current Options:
weapons- Standard weapon type
Note: This field is primarily for internal categorization and future extensibility.
Map Placement (Optional)
If you want the weapon to appear as a collectible item on the map, configure these fields.
Area
Field: explore-area
Type: Select
The area where this weapon appears as a collectible.
Example: Select "armory" to place the weapon in that area.
Position
Fields:
explore-top- Vertical position in pixelsexplore-left- Horizontal position in pixelsexplore-height- Display height in pixelsexplore-width- Display width in pixels
Example:
Top: 2200
Left: 3000
Height: 60
Width: 80Tips:
- Place weapons in visually interesting or challenging locations
- Use height/width to make important weapons more prominent
- Consider sight lines and player pathing
Visual Properties
Field: explore-rotation
Type: Number
Unit: Degrees
Rotate the weapon sprite on the map.
Example:
Rotation: 45 (Diagonal placement for visual interest)Field: explore-layer
Type: Number
Z-index for layering. Higher numbers appear in front.
Example:
Layer: 5 (Appears above most map elements)Materialization System
Control when weapons become available.
Materialize Trigger
Field: explore-materialize-item-trigger
Type: Trigger zone
Define a physical trigger that reveals this weapon.
Subfields:
top- Trigger top coordinateleft- Trigger left coordinateheight- Trigger heightwidth- Trigger width
Example:
Weapon is hidden until player walks to a specific location
Materialize Trigger:
Top: 2500
Left: 2800
Height: 100
Width: 100Materialize After Cutscene
Field: explore-materialize-after-cutscene
Type: Select (list of cutscenes)
Weapon appears after a specific cutscene completes.
Example:
Materialize After Cutscene: forge-sword
(Weapon appears after blacksmith cutscene)Materialize After Mission
Field: explore-materialize-after-mission
Type: Select (list of missions)
Weapon appears after a specific mission is completed.
Example:
Materialize After Mission: defeat-armory-boss
(Legendary weapon appears after boss is defeated)Remove After Cutscene
Field: explore-remove-after-cutscene
Type: Select (list of cutscenes)
Weapon disappears after a cutscene.
Example:
Remove After Cutscene: weapon-stolen
(Weapon is taken away during story event)Weapon Types
Melee Weapons
Configuration:
Projectile: no
Attack values: Typically higher than rangedExamples:
- Swords and blades
- Clubs and hammers
- Fists and martial arts
- Energy melee weapons
Balance Considerations:
- Higher damage to compensate for risk
- Faster attack speed
- Encourage aggressive gameplay
Projectile Weapons
Configuration:
Projectile: yes
Attack values: Typically lower than meleeExamples:
- Guns and firearms
- Bows and crossbows
- Magic projectiles
- Thrown weapons
Balance Considerations:
- Lower damage balanced by safety
- Slower attack speed
- Encourage strategic positioning
- Consider projectile speed in gameplay
Starter Weapons
Configuration:
Attack - Normal: 5-10
Attack - Heavy: 10-15
Attack - Charged: 15-25Balanced for early game content. Often melee to teach combat basics.
Example: Basic sword, training weapon, fists
Mid-Tier Weapons
Configuration:
Attack - Normal: 15-25
Attack - Heavy: 25-40
Attack - Charged: 40-60Rewards for mid-game progression. Can be melee or ranged.
Example: Upgraded sword, laser pistol
Legendary Weapons
Configuration:
Attack - Normal: 30-50
Attack - Heavy: 60-90
Attack - Charged: 100-150Rare, powerful weapons often tied to major story beats or difficult challenges.
Example: Ancient artifact, boss weapon
Making Weapons Collectible
To place a weapon on the map for players to find:
Step 1: Configure Map Placement
Area: treasure-vault
Top: 1500
Left: 2000
Height: 70
Width: 90
Rotation: 0
Layer: 10Step 2: (Optional) Add Conditions
Use materialization to gate the weapon behind progression:
Materialize After Mission: open-vaultOr use a physical trigger:
Materialize Trigger:
Top: 1400
Left: 1900
Height: 200
Width: 200
(Weapon appears when player enters treasure room)Step 3: Test Collection
- Play the game
- Navigate to the weapon's area and position
- Touch the weapon to collect it
- Verify it appears in inventory
Character-Weapon Integration
Weapons integrate with the character system for visual consistency.
Default Weapons
Set a weapon as a character's default in the character configuration:
Character: Main Hero
Weapon Choice: starter-swordThis weapon is equipped when:
- Starting the game
- Recruiting the character
- After respawn (if applicable)
Weapon-Specific Character Sprites
For playable characters, upload unique sprites for each weapon. See Characters - Weapon-Specific Images.
Example sprite names:
static-down-laser-rifle.pngup-punch-energy-sword.pngleft-ancient-staff.png
Switching Weapons
Players can switch weapons through the inventory system during gameplay. The character's sprites automatically update to match the equipped weapon.
Best Practices
Attack Value Progression
Design weapon progression that feels rewarding:
Early Game:
Weapon 1: Normal: 8, Heavy: 15, Charged: 25
Weapon 2: Normal: 12, Heavy: 22, Charged: 35
Mid Game:
Weapon 3: Normal: 18, Heavy: 32, Charged: 50
Weapon 4: Normal: 25, Heavy: 45, Charged: 70
Late Game:
Weapon 5: Normal: 35, Heavy: 65, Charged: 100
Weapon 6: Normal: 50, Heavy: 90, Charged: 150Melee vs. Ranged Balance
Melee Advantages:
- 1.5× damage of equivalent ranged
- Faster attack speed
- No projectile travel time
Ranged Advantages:
- Safety from distance
- Can attack flying/elevated enemies
- Better for mobile enemies
Weapon Variety
Offer weapons with different playstyles:
- Fast/Weak: High attack speed, lower damage
- Slow/Strong: Low attack speed, higher damage
- Balanced: Middle ground
- Special: Unique mechanics or effects
Visual Design
Icon Clarity:
- Weapon type should be obvious from icon
- Use color coding (blue = energy, brown = wood, grey = metal)
- Include distinctive silhouettes
In-World Placement:
- Make important weapons visually prominent
- Use lighting or effects to draw attention
- Position in narratively appropriate locations
Collectible Placement Strategy
Hidden Weapons:
- Off the main path
- Behind optional challenges
- Rewards exploration
Story Weapons:
- Given during cutscenes
- Materialize after missions
- Tied to character progression
Challenge Weapons:
- Behind difficult enemy encounters
- Require specific abilities to reach
- Gate late-game content
Examples
Example 1: Starting Melee Weapon
Title: Iron Sword
Slug: iron-sword
Featured Image: iron-sword-icon.png
Attack:
Normal: 10
Heavy: 18
Charged: 30
Projectile: no
Value Type: weapons
(Not placed on map - assigned as default weapon)Example 2: Mid-Tier Ranged Weapon
Title: Laser Pistol
Slug: laser-pistol
Featured Image: laser-pistol-icon.png
Attack:
Normal: 15
Heavy: 28
Charged: 45
Projectile: yes
Value Type: weapons
Area: research-lab
Top: 1800
Left: 2400
Height: 60
Width: 80
Rotation: 0
Layer: 8Example 3: Hidden Legendary Weapon
Title: Ancient Staff
Slug: ancient-staff
Featured Image: ancient-staff-icon.png
Attack:
Normal: 40
Heavy: 75
Charged: 120
Projectile: yes
Value Type: weapons
Area: hidden-temple
Top: 2200
Left: 3500
Height: 100
Width: 70
Rotation: 0
Layer: 10
Materialize After Mission: solve-temple-puzzleExample 4: Boss Reward Weapon
Title: Dragon Slayer Blade
Slug: dragon-slayer
Featured Image: dragon-slayer-icon.png
Attack:
Normal: 50
Heavy: 95
Charged: 150
Projectile: no
Value Type: weapons
Area: dragon-lair
Top: 2500
Left: 2500
Height: 90
Width: 110
Rotation: 45
Layer: 10
Materialize After Cutscene: dragon-defeatedRelated Documentation
- Characters - Weapon assignment and sprites
- Enemies - Combat balancing
- Items and Triggers - Collectible system
- Missions - Weapon rewards
- Global Options - Default weapon setting