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

Interaction Types

Interaction Type (explore-interaction-type):

Rewards

Materialization

Items can appear after conditions are met:

Example

Title: Health Potion
Area: dungeon-level-1
Top: 1800
Left: 2200
Height: 50
Width: 50

Interaction Type: collectable
Value: 25
Value Type: health

Signs and Focus View

Post Type: explore-sign

Objects players can examine closely, displaying detailed images or text.

Configuration

Use Cases

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

Content

Voice over

Use the MP3 field to upload a voice over or other sound when explainer is triggered

Use Cases

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

Use Cases

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

Content

Rewards

Use Cases

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

Triggering

Communications are triggered by cutscenes using the explore-engage-communicate field.

Use Cases

Communication Devices

Define device types through the explore-communication-type taxonomy:

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

Information Delivery

Collision Design

Minigame Design