Game Objects Overview

Orbem Studio manages all game content through 13 custom post types, each representing a different type of game object. Understanding how these objects work together is essential for building your game world.

Table of Contents

Object Types

All game objects in Orbem Studio are managed as WordPress custom post types with specialized metadata fields. Here's what each object type does:

Core World Objects

Areas (explore-area)

Characters (explore-character)

Enemies (explore-enemy)

Weapons (explore-weapon)

Walls (explore-wall)

Quest and Story Objects

Missions (explore-mission)

Cutscenes (explore-cutscene)

Communication Items (explore-communicate)

Interactive Objects

Points/Items (explore-point)

Signs/Focus View Items (explore-sign)

Explainers (explore-explainer)

Minigames (explore-minigame)

Magic/Abilities (explore-magic)

Object Relationships

Understanding how game objects relate to each other helps you design cohesive game experiences.

graph TB
    Area[Area/Level]
    Character[Character]
    Enemy[Enemy]
    Weapon[Weapon]
    Mission[Mission]
    Cutscene[Cutscene]
    Item[Point/Item]
    Wall[Wall]
    Sign[Sign]
    Explainer[Explainer]
    Communicate[Communication]

    Area --> Character
    Area --> Enemy
    Area --> Weapon
    Area --> Mission
    Area --> Cutscene
    Area --> Item
    Area --> Wall
    Area --> Sign
    Area --> Explainer

    Mission --> Cutscene
    Mission --> Item
    Mission --> Enemy

    Cutscene --> Character
    Cutscene --> Area
    Cutscene --> Communicate

    Character --> Weapon
    Character --> Area

    Enemy --> Area

Key Relationships

Area is Central

Missions Drive Progression

Cutscenes Tell Stories

Characters Use Weapons

Common Patterns

Object Materialization

Many object types support "materialization" - appearing after certain conditions are met. This is configured through three meta fields:

Example use case: A weapon appears in an area only after the player completes a quest.

Object Removal

Some objects can be removed from the game world after conditions are met:

Example use case: An NPC disappears after a story cutscene where they leave the area.

Trigger-Based Interactions

Most interactive objects use trigger zones - rectangular areas that activate when the player enters:

Top: 1500      (Y coordinate)
Left: 2000     (X coordinate)
Height: 100    (Vertical size)
Width: 150     (Horizontal size)

Trigger Types:

Area Transitions

Areas can link to each other through transition triggers:

  1. Create an "Area" object representing the destination
  2. Configure the source area's transition trigger
  3. Set destination coordinates in the target area

Example: A door in "Level 1" that transports to "Level 2".

Metadata System

All game objects use WordPress post meta to store configuration. This provides several benefits:

Structured Data

Each object type has a specific set of meta fields defined in the plugin code. This ensures consistency and prevents misconfiguration.

Familiar Interface

Content creators use the WordPress post editor they already know. The Configuration meta box appears below the main content area for all game object types.

Extensibility

Developers can use WordPress hooks to add custom meta fields or modify existing ones. See the Hooks and Filters documentation for details.

Type-Specific Fields

Different object types show different configuration options:

Working with Game Objects

Creating Objects

  1. Navigate to the object type in the WordPress admin (e.g., Orbem StudioCharacters)
  2. Click Add New
  3. Set a title (this becomes the object's identifier)
  4. Configure meta fields in the Configuration box
  5. Click Publish

Organizing Objects

Use Descriptive Titles

Leverage Taxonomies

Post Slugs Matter

Testing Objects

After creating objects:

  1. Visit your game page to see them in action
  2. Use Developer Mode to visually position objects
  3. Check browser console for errors if objects don't appear

Deleting Objects

Before deleting game objects:

  1. Check references - See if other objects reference this one (e.g., missions that trigger this cutscene)
  2. Update dependencies - Remove references from other objects
  3. Test thoroughly - Ensure the game still works after deletion

Warning: Deleting objects referenced by others may cause game errors. Always check dependencies first.

Next Steps

Now that you understand the game object system, dive into the specific object types:

Or explore related topics: