Items and Triggers
Orbem Studio includes several interactive object types for collectibles, information delivery, boundaries, and special interactions. This document covers Points, Signs, Explainers, Walls, Minigames, Magic/Abilities, and Communication Items.
Table of Contents
Items (Points)
Post Type: explore-point
Items players can collect/break/get damaged by/drag throughout the game world, providing rewards or triggering events.
Configuration
- Area (
explore-area): Where the item appears - Position: top, left, height, width coordinates
- Rotation (
explore-rotation): Sprite rotation in degrees - Layer (
explore-layer): Z-index for visual layering - Featured Image: Visual representation of the item
Interaction Types
Interaction Type (explore-interaction-type):
collectable- Collects when touchedbreakable- Breaks when interacted withdraggable- Can be draggedhazard- Damages player on touch
Rewards
- Value (
explore-value): Reward amount - Value Type (
explore-value-type):point,mana,health,money
Materialization
Items can appear after conditions are met:
- Materialize Trigger: Physical trigger zone
- Materialize After Cutscene: Appears after cutscene
- Materialize After Mission: Appears after mission
Example
Title: Health Potion
Area: dungeon-level-1
Top: 1800
Left: 2200
Height: 50
Width: 50
Interaction Type: collectable
Value: 25
Value Type: healthSigns and Focus View
Post Type: explore-sign
Objects players can examine closely, displaying detailed images or text.
Configuration
- Area (
explore-area): Where the sign appears - Position: top, left, height, width
- Featured Image: Trigger image (what appears on the map)
- Post Content: What displays when examined (use Image blocks for readable documents)
Use Cases
- Readable documents and books
- Detailed artwork or paintings
- Information terminals
- Puzzle clues
Example
Title: Ancient Tablet
Area: temple-ruins
Top: 2000
Left: 2500
Height: 80
Width: 60
Featured Image: tablet-on-wall.png
Content: [Image block with readable inscription]Explainer Popups
Post Type: explore-explainer
Tutorial popups that provide information and instructions to players.
Configuration
- Area (
explore-area): Where the explainer appears - Explainer Trigger: Trigger zone (top, left, height, width)
- Explainer Arrow: Pointing arrow configuration (top, left, direction)
- Trigger Type (
explore-trigger-type):auto- Shows immediately when triggeredengagement- Requires action key press
Content
- Post Content: Explanation text (supports blocks)
- Featured Image: Optional illustration
Voice over
Use the MP3 field to upload a voice over or other sound when explainer is triggered
Use Cases
- Tutorial messages
- Gameplay hints
- Control explanations
- Story context
Example
Title: Combat Tutorial
Area: training-grounds
Explainer Trigger:
Top: 2200
Left: 2600
Height: 100
Width: 100
Trigger Type: auto
Explainer Arrow:
Top: 2300
Left: 2700
Direction: down
Content: "Press SPACE to attack enemies!"Walls
Post Type: explore-wall
Invisible collision boundaries that prevent character movement through specific areas.
Configuration
- Area (
explore-area): Where the wall exists - Position: top, left, height, width (defines the blocked rectangle)
Use Cases
- Create impassable obstacles
- Define building exteriors
- Block areas until missions complete
- Guide player movement
Visual Design
Walls are invisible but should align with visual boundaries on your map image (building walls, cliffs, fences, etc.).
Example
Title: Castle Wall
Area: castle-exterior
Top: 1500
Left: 2000
Height: 500
Width: 50
(Blocks movement through castle wall graphic)Minigames
Post Type: explore-minigame
Interactive game-within-game experiences with custom rules.
Configuration
- Area (
explore-area): Where minigame trigger appears - Minigame Trigger: Trigger zone (top, left, height, width)
- Trigger Type:
autoorengagement
Content
- Post Content: Minigame interface (use blocks to design layout)
- Images: Minigame assets
- Groups: Organize minigame UI elements
Rewards
- Value (
explore-value): Completion reward - Value Type: Reward type
Use Cases
- Puzzle challenges
- Quick-time events
- Memory games
- Custom interactions
Example
Title: Lock Picking
Area: vault-door
Minigame Trigger:
Top: 1800
Left: 2400
Height: 100
Width: 100
Trigger Type: engagement
Value: 50
Value Type: point
Content: [Custom lock-picking interface]Communication Items
Post Type: explore-communicate
Messages delivered to the player's in-game communication device.
Configuration
- Post Content: Message text
- Featured Image: Sender avatar or icon
- Communication Type Taxonomy: Categorize by device type
Triggering
Communications are triggered by cutscenes using the explore-engage-communicate field.
Use Cases
- Story updates
- Mission briefings
- Character messages
- World lore delivery
Communication Devices
Define device types through the explore-communication-type taxonomy:
- Radio
- Computer Terminal
- Smartphone
- Hologram
Example
Title: Distress Signal
Communication Type: Radio
Content: "This is Captain Jones. We need immediate assistance at coordinates 42, 17."
(Triggered by cutscene)Object Materialization Patterns
Many object types support materialization - appearing after conditions are met.
Physical Trigger
Materialize Trigger:
Top: 2000
Left: 2500
Height: 100
Width: 100
(Object appears when player enters this zone)Cutscene Trigger
Materialize After Cutscene: reveal-secret
(Object appears after "reveal-secret" cutscene completes)Mission Trigger
Materialize After Mission: find-the-key
(Object appears after "find-the-key" mission completes)Best Practices
Collectible Placement
- Reward exploration with hidden items
- Place valuable items off the main path
- Use materialization to gate progression
Information Delivery
- Use Signs for detailed/optional information
- Use Explainers for required tutorials
- Use Communications for story updates
Collision Design
- Align walls with visual boundaries
- Test player movement thoroughly
- Leave clear walkable paths
Minigame Design
- Keep interactions simple and intuitive
- Provide clear instructions
- Balance difficulty with rewards
Related Documentation
- Missions - Item triggers and rewards
- Cutscenes - Communication delivery
- Characters - Ability unlocks
- Developer Mode - Visual object positioning