Areas
Areas (also called levels or maps) are the playable spaces where your game takes place. Each area has its own background image, music, objects, and connections to other areas.
Table of Contents
- Overview
- Creating an Area
- Configuration Fields
- Area Transitions
- Area Cutscenes
- Best Practices
- Examples
Overview
Post Type: explore-area
Areas serve as containers for all other game objects. When you create characters, enemies, items, or any interactive elements, you assign them to specific areas where they'll appear during gameplay.
Key Features
- Background images that define the playable space
- Background music for atmosphere
- Starting positions for player characters
- Transition triggers to connect areas
- Optional cutscene mode for non-interactive story scenes
- Communication device assignment for area-specific messaging
Common Use Cases
- Game levels - Sequential areas that represent stages or chapters
- Open world zones - Interconnected areas for exploration
- Interior spaces - Buildings, caves, or rooms with distinct atmospheres
- Story scenes - Non-interactive cutscene backgrounds
Creating an Area
- Navigate to Orbem Studio → Areas in your WordPress admin
- Click Add New
- Enter a descriptive title (e.g., "Level 1 - Forest Path" or "Village Square")
- Configure the meta fields in the Configuration box
- Click Publish
The post title becomes the area's display name, while the slug is used as its identifier in the game engine.
Configuration Fields
Map Image
Field: explore-map
Type: Upload
Required: Yes
The background image that serves as the playable area. Your character walks on this image.
Specifications:
- Recommended minimum size: 5000px × 4517px
- Format: PNG or JPG
- Aspect ratio: Flexible, but wider/taller images provide more exploration space
Tips:
- Larger images allow for more exploration but may impact load times
- Optimize images for web (compress without significant quality loss)
- Use consistent style across all area images for visual coherence
- Consider how the starting position will appear on screen
Example:
File: forest-map.png
Dimensions: 6000px × 5000px
File size: ~2MB (optimized)Background Music
Field: explore-music
Type: Upload
Required: No
Audio file that loops continuously while the player is in this area.
Specifications:
- Format: MP3, WAV, or OGG
- Recommended length: 1-3 minutes (will loop)
- Volume: Pre-normalize to consistent levels across all tracks
Tips:
- Choose music that matches the area's mood and theme
- Consider fade-in/fade-out transitions at loop points
- Test volume levels against sound effects
- Music can be muted in cutscenes if needed
Starting Position
Fields: explore-start-top, explore-start-left, explore-start-direction
Define where the player character appears when entering this area.
Top Coordinate
Field: explore-start-top
Type: Number
Unit: Pixels from top edge
Vertical position where the character spawns.
Example: 2000 (2000 pixels from the top of the map image)
Left Coordinate
Field: explore-start-left
Type: Number
Unit: Pixels from left edge
Horizontal position where the character spawns.
Example: 2500 (2500 pixels from the left of the map image)
Starting Direction
Field: explore-start-direction
Type: Select
Options: up, down, left, right
Which direction the character faces when appearing in this area.
Example: down (character faces downward/toward screen)
Tips:
- Position characters away from area edges to avoid immediate boundary collisions
- Face characters toward the center of the playable space
- Consider what the player should see first (points of interest)
- Test starting positions in Developer Mode for quick adjustment
Area Transition Trigger
Fields: explore-area, explore-top, explore-left, explore-height, explore-width
Create a zone that transports the player to another area when touched.
Destination Area
Field: explore-area
Type: Select (list of all areas)
Which area the player will be sent to when touching this trigger.
Example: Select "Level 2 - Mountain Pass" from the dropdown
Trigger Position
Fields:
explore-top- Top coordinate of the trigger zoneexplore-left- Left coordinate of the trigger zoneexplore-height- Height of the trigger zoneexplore-width- Width of the trigger zone
Example trigger at a door:
Top: 1500
Left: 3200
Height: 150
Width: 100Tips:
- Place triggers where visual doorways, paths, or exits appear on the map
- Make triggers slightly larger than visual elements to ensure activation
- Test trigger placement to ensure smooth transitions
- Use Developer Mode to visualize trigger zones
Is Cutscene Mode
Field: explore-is-cutscene
Type: Radio (yes or no)
Default: no
Convert this area into a non-interactive cutscene background.
When set to "yes":
- Player cannot move in this area
- Area serves as a static background for story scenes
- Requires complimentary cutscene for dialogue
Use Cases:
- Story flashbacks that don't require movement
- Static conversation backgrounds
- Title screens or ending screens
- Cinematic story moments
Example:
Area: "Throne Room Cutscene"
Is Cutscene: yes
(Use with cutscene objects for dialogue)Communication Device
Field: explore-communicate-type
Type: Select (taxonomy)
Assign a communication device type to this area. When communication items are sent to the player while in this area, they'll appear in this device.
Use Cases:
- Different devices for different locations (e.g., "Radio" for outdoor, "Computer" for base)
- Thematic communication methods
- Area-specific messaging systems
Example:
Area: "Spaceship Bridge"
Communication Device: "Ship Console"See Communication Items for more details.
Area Transitions
Areas can be connected to create a seamless game world. There are several ways to handle transitions:
Simple Transition
Create a trigger in Area A that sends the player to Area B:
graph LR
A[Area A] -->|Trigger| B[Area B]Configuration:
- Edit Area A
- Set
explore-areato "Area B" - Configure trigger position and size
- Player starts at Area B's
explore-start-topandexplore-start-left
Two-Way Transition
Create triggers in both areas for back-and-forth travel:
graph LR
A[Area A] <-->|Triggers| B[Area B]Configuration:
- In Area A: Create trigger pointing to Area B
- In Area B: Create trigger pointing to Area A
- Position triggers where visual exits appear
Hub-and-Spoke World
One central area connects to multiple sub-areas:
graph TB
Hub[Central Hub]
Hub --> A[Area A]
Hub --> B[Area B]
Hub --> C[Area C]
A --> Hub
B --> Hub
C --> HubExample: A village square with paths to forest, cave, and mountains.
Linear Progression
Areas connect in sequence:
graph LR
L1[Level 1] --> L2[Level 2] --> L3[Level 3] --> L4[Level 4]Note: Players can only move forward, not backward (unless you add return triggers).
Conditional Transitions
Use missions to block area transitions until objectives are complete. Place mission blockades on area transition triggers.
Area Cutscenes
When explore-is-cutscene is set to "yes", the area becomes a static background for story sequences.
How It Works
- Area displays the map image but disables player movement
- Cutscene objects in this area can display dialogue
- Cutscene can transition player to a different playable area after completion
Configuration
Title: Flashback - Ancient Temple
Map Image: temple-interior.jpg
Is Cutscene: yesUsage with Cutscene Objects
Create a cutscene object assigned to this area:
Cutscene: "Temple Memory"
Area: "Flashback - Ancient Temple"
Next Area: "Present Day - Village" (where to send player after)See Cutscenes for full cutscene configuration.
Best Practices
Map Image Design
Visual Clarity
- Use distinct colors and textures to differentiate walkable vs. non-walkable areas
- Add visual cues for exits, doorways, and points of interest
- Consider top-down perspective for consistent character placement
Performance
- Compress images without visible quality loss
- Use progressive JPEGs for faster perceived loading
- Consider creating smaller versions for mobile if needed
Consistency
- Maintain the same art style across all areas
- Use consistent lighting direction
- Match color palettes within themed regions
Music Selection
Atmosphere
- Match music to area theme (peaceful village, tense dungeon, etc.)
- Use silence strategically in suspenseful areas
- Consider dynamic music that changes with gameplay (requires custom implementation)
Technical
- Loop points should be seamless
- Normalize volume across all tracks
- Provide mute option in game settings
Starting Positions
Player Orientation
- Position characters facing interesting or important elements
- Avoid starting in corners or awkward positions
- Place near area transitions if coming from another area
Safety
- Start away from enemies or hazards
- Ensure enough space for player to orient themselves
- Test starting position with different screen sizes
Area Organization
Naming Conventions
- Use clear, descriptive names: "Level 1 - Forest Path"
- Include zone type in name: "Interior - Castle Hall"
- Add sequence numbers for linear progression
Content Planning
- Plan area connections before creating transition triggers
- Document area relationships in a world map diagram
- Consider player progression and difficulty curve
Examples
Example 1: Starting Village
Title: Level 1 - Peaceful Village
Slug: starting-village
Map Image: village-main.jpg (5500 × 5000px)
Music: peaceful-town.mp3
Starting Top: 2500
Starting Left: 2750
Starting Direction: down
Area Transition:
Destination: forest-path
Top: 800
Left: 2700
Height: 150
Width: 200
Is Cutscene: noDescription: Player starts in village center, can explore, and exit north to forest.
Example 2: Multi-Exit Hub
Title: Central Plaza
Slug: central-plaza
Map Image: plaza.jpg (6000 × 6000px)
Music: marketplace-ambient.mp3
Starting Top: 3000
Starting Left: 3000
Starting Direction: down
Area Transitions:
1. North Exit → mountain-pass (Top: 500, Left: 2900, Height: 150, Width: 200)
2. East Exit → shopping-district (Top: 2900, Left: 5500, Height: 200, Width: 150)
3. South Exit → residential (Top: 5500, Left: 2900, Height: 150, Width: 200)
Is Cutscene: noDescription: Central hub with three exits leading to different zones.
Example 3: Story Cutscene Area
Title: Flashback - Betrayal Scene
Slug: flashback-betrayal
Map Image: throne-room.jpg (4000 × 3000px)
Music: dramatic-reveal.mp3
Starting Top: 1500
Starting Left: 2000
Starting Direction: right
Is Cutscene: yes
Communication Device: NoneDescription: Non-interactive background for a story cutscene with dialogue.
Example 4: Dungeon with Progression
Title: Level 5 - Ancient Crypt
Slug: ancient-crypt
Map Image: crypt-interior.jpg (7000 × 6000px)
Music: dungeon-atmosphere.mp3
Starting Top: 5500
Starting Left: 3500
Starting Direction: up
Area Transition:
Destination: crypt-depths
Top: 500
Left: 3400
Height: 150
Width: 200
(Note: Add mission blockade to lock until boss defeated)
Is Cutscene: noDescription: Dungeon level with locked progression to next area.
Related Documentation
- Game Objects Overview - Understanding the object system
- Characters - Placing characters in areas
- Missions - Blocking area transitions
- Developer Mode - Visual area editing
- Global Options - Setting the starting area