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

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

Common Use Cases

Creating an Area

  1. Navigate to Orbem StudioAreas in your WordPress admin
  2. Click Add New
  3. Enter a descriptive title (e.g., "Level 1 - Forest Path" or "Village Square")
  4. Configure the meta fields in the Configuration box
  5. 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:

Tips:

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:

Tips:

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:

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:

Example trigger at a door:

Top: 1500
Left: 3200
Height: 150
Width: 100

Tips:

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":

Use Cases:

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:

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:

  1. Edit Area A
  2. Set explore-area to "Area B"
  3. Configure trigger position and size
  4. Player starts at Area B's explore-start-top and explore-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:

  1. In Area A: Create trigger pointing to Area B
  2. In Area B: Create trigger pointing to Area A
  3. 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 --> Hub

Example: 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

  1. Area displays the map image but disables player movement
  2. Cutscene objects in this area can display dialogue
  3. Cutscene can transition player to a different playable area after completion

Configuration

Title: Flashback - Ancient Temple
Map Image: temple-interior.jpg
Is Cutscene: yes

Usage 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

Performance

Consistency

Music Selection

Atmosphere

Technical

Starting Positions

Player Orientation

Safety

Area Organization

Naming Conventions

Content Planning

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: no

Description: 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: no

Description: 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: None

Description: 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: no

Description: Dungeon level with locked progression to next area.