Card store! Meeple death! Grid placement! Buildings! Wow!

The card store now downloads from LootLocker assets and autopopulates the listings with prices, images, text, etc!

I spent the majority of my time once again working on getting the UI & LootLocker integration perfect.

We now also have asset contexts in LootLocker;

• “Feature Unlocks” - The default context, these items are purchasable in the in-game store

• “Progression Unlocks” - These items are unlocked via xp milestone progression

• “Starter Cards” - These cards are automatically available in all players’ decks

• “Game Variables” - These assets are used to help us tweak variables in the wider game via LootLockers dashboard - very useful for testing in builds!

Caspar made more progress in the modelling department, with new models for Chang’s Market, Old Fred’s Farm, & The Gummers’ Bunker.

We also worked together to figure out how to best support the destruction mechanic, with each model having fractured pieces to simulate on destruction.

Meanwhile, Emmy has been working on the foundations of the grid system upon which the whole game depends, so that’s pretty neat! She also added functionality to place Caspar’s building models. This really opens up what we can get to work on next and makes it feel much more like a game already.

(I’m pretty excited to move on from UI tasks myself!)