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

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

Creating a Weapon

  1. Navigate to Orbem StudioWeapons
  2. Click Add New
  3. Enter a weapon name (e.g., "Energy Sword" or "Plasma Rifle")
  4. Configure meta fields in the Configuration box
  5. Upload a featured image for the weapon icon
  6. 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:

Tips:

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:

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:

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:

Example Attack Configuration:

Normal: 10
Heavy: 20
Charged: 35

Projectile 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:

Best For:

Projectile Weapons

Setting: yes

Weapon fires projectiles that travel across the screen.

Characteristics:

Best For:

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:

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:

Example:

Top: 2200
Left: 3000
Height: 60
Width: 80

Tips:

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:

Example:

Weapon is hidden until player walks to a specific location

Materialize Trigger:
  Top: 2500
  Left: 2800
  Height: 100
  Width: 100

Materialize 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 ranged

Examples:

Balance Considerations:

Projectile Weapons

Configuration:

Projectile: yes
Attack values: Typically lower than melee

Examples:

Balance Considerations:

Starter Weapons

Configuration:

Attack - Normal: 5-10
Attack - Heavy: 10-15
Attack - Charged: 15-25

Balanced 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: 40-60

Rewards 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: 100-150

Rare, 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: 10

Step 2: (Optional) Add Conditions

Use materialization to gate the weapon behind progression:

Materialize After Mission: open-vault

Or 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

  1. Play the game
  2. Navigate to the weapon's area and position
  3. Touch the weapon to collect it
  4. 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-sword

This weapon is equipped when:

Weapon-Specific Character Sprites

For playable characters, upload unique sprites for each weapon. See Characters - Weapon-Specific Images.

Example sprite names:

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: 150

Melee vs. Ranged Balance

Melee Advantages:

Ranged Advantages:

Weapon Variety

Offer weapons with different playstyles:

Visual Design

Icon Clarity:

In-World Placement:

Collectible Placement Strategy

Hidden Weapons:

Story Weapons:

Challenge Weapons:

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: 8

Example 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-puzzle

Example 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-defeated