Asset Manager

Asset Manager #

What is the Asset Manager? #

The Asset Manager is an interface to search for, create, and edit all of your game’s Assets.

What is an Asset? #

An Asset is an item of property that can be connected to a player - something a player can earn, purchase, or possess. At its core, an Asset is an empty shell looking to be assigned a Context and populated with relevant data or information. Before assigning a Context to an Asset, Contexts must be created with Complexities and any other relevant information. This can be done in the Asset Settings menu.

Asset Instances #

An Asset listed in the Asset Manager is considered a Reference Asset which is never possessed by a player and does not contain dynamic data stored in it by the game. When an Asset is granted to the player’s Inventory, an Asset Instance is created from the Reference Asset. An Asset Instance is an extension of the Asset that the player possesses and contains data specific to that Instance. An Asset Instance is, as the name implies, an instance of an Asset and as such if any changes are made to the Reference Asset, the Asset Instance will also be updated. This Instance can be traded to other players or modified based on the relationship it has to your game.

Asset Contexts #

An Asset Context is a way to group and describe Assets. All Assets must be assigned an Asset Context when being created. Defining the Context of an Asset lets your game know what type of Asset it is, and lets LootLocker know what sort of information or logic will be stored in the Asset and any special relationships it should have, for example with Character Classes and Default Loadouts.

For more information on Asset Context Configuration, see Asset Settings below.

Asset Complexities #

Asset Complexities add additional functionality and logic to an Asset Context. All Asset Contexts must be assigned an Asset Complexity. There are six types of Asset Complexities:

Generic Assets (Simplified): The Generic Asset Complexity is assigned by default when creating an Asset Context, and does not add any additional functionality or logic to the Asset Context.

Customization: The Customization Complexity adds the ability to store Asset Variations that can be used for cosmetic items that are the same Asset with different visual appearances, for example if a hat in your game has different color variations.

Soft Currency Package: The Soft Currency Package Complexity adds the ability to grant Currency with the Asset, for example when selling a pack of Soft Currencies in your game.

Customization Package: The Customization Package Complexity adds the ability to include multiple Assets within an Asset, for example when creating a bundle of assets.

Loot Box: The Loot Box Package Complexity adds the ability to have LootLocker randomly select an Asset from a predefined drop table of Assets, for example when creating a loot crate or a drop table.

Rental: The Rental Complexity adds the ability to create time-based Assets that grant specific Assets which expire after a certain amount of time, for example when creating a rental Asset.

More information on Asset Complexities can be found below.

Creating an Asset #

To create an Asset, click the Add Asset button in the top right corner of the Asset Manager. Fill in an Asset Name and select a Context from the drop down menu. Click Create to create the Asset.

Asset Data #

Assets can contain data that can be inputted through the Asset Manager. Asset data is broken down into several areas:

Basic Information #

The following information can be added to the Asset in this section:

Name: The name of the Asset, used in the Asset Manager and in your game.

Last Changed: The date the Asset was last edited.

Price: The price of the Asset, if Currencies are set up.

Suggested: The sum of all Assets in the Package Contents if the Asset has been assigned the Package Complexity.

Discount Price: The optional discount price of the Asset that overrides the price if set at a lower value. If a Discount Price is added, both prices (Price and Discount Price) are still returned to the game so that it is still possible to display the original Price.

Universal: If true, this Asset is added to all player’s Inventories (see below for more information).

Purchasable: If true, makes this Asset appear in your store, and available for purchase.

Unique Instance: If true, the player can only possess one instance of this Asset.

Universal Assets #

Universal Assets can be used to temporarily provide players with access to an Asset. While the Asset is set to Universal, it is available in player’s Inventories. When the Asset is no longer marked as Universal, it will be removed from the player’s Inventory unless the player has equipped the Asset.

Platform Properties #

The Platform Properties section of an Asset contains fields related to the active platforms for your game. Certain platforms allow Assets to contain specific platform information.

Filters & Storage #

The Filters & Storage section of an Asset provides you with the ability to connect custom data to your Asset. The following types of data can be added to your Asset:

Filters: Filters gives you the ability to further categorize Assets in the Asset Manager and your game.

Key/Value Storage: Key/Value Pairs can be added to your Asset to be read by your game. Unlike Filters these values are not used as filters in the Asset Manager.

Files: Upload a file (up to 15MB) to this Asset to be downloaded by your game.

Data Entities: Add and name blob data to your Asset to be read by your game.

Technical Details #

Technical Details of your asset contains the Asset Context, in case you need to change it, as well as Minimum Supported Game Version. The Minimum Supported Game Version you define is the first version of the game that can support this Asset. Older Game Versions will not receive this Asset, or Asset Instances of it. If no version is set, this Asset will be sent to the game regardless of game version. Game Versions are populated by your game during the authentication request.

Complexity Specific Data #

Based on the Complexity assigned to the Asset Context, additional tabs will become available when viewing an Asset’s properties.

Generic Assets #

No additional data is required for this Complexity.

Customization #

The Customization Complexity adds the ability to store Asset Variations that can be used for cosmetic items that are the same Asset with different visual appearances. In the Variations tab in the Asset properties, the Add Variation button can be clicked to create new Variations of this Asset.

Soft Currency Package #

The Soft Currency Package Complexity adds the ability to grant Currency with the Asset. In the Package Contents tab in the Asset properties, click the Add Content to Package button and select your Currency Asset from the modal. Once added, input the quantity of the Currency you would like to grant in this Soft Currency Package.

Customization Package #

The Customization Package Complexity adds the ability to include multiple Assets within an Asset. In the Package Contents tab in the Asset properties, click the Add Content to Package button and select the Asset you would like to add to the Package from the modal. Once added, input the quantity of the Asset you would like to grant in this Customization Package. Repeat the process with any many Assets as you want to include in the Customization Package.

Loot Box #

The Loot Box Package Complexity adds the ability to have LootLocker randomly select an Asset from a predefined drop table of Assets. The Loot Box Package Complexity uses Rarity Groups to randomly select which Asset a player will receive when an Asset with this Complexity is opened. Each Rarity Group can be populated with Assets and then assigned a Weight to define its Rarity. The Assets within a Rarity Group are selected at random (no weighting) once a Rarity Group has been selected.

In the Loot Box Contents tab in the Asset properties, click the Add Group button to create Rarity Groups, and Add Asset to select which Asset you would like to add to the group. Enter a Rarity Weight (any number above 1) and use the Rarity Display (ratio and percentage chance) to understand how likely it is that this Rarity Group will be selected.

Rental #

The Rental Complexity adds the ability to create time-based Assets that grant specific Assets which expire after a certain amount of time. The Rental Complexity is split across two tabs, Rental Content and Rental Tiers. In Rental Content, you can define the specific Assets that are granted while the Rental Asset is active. In Rental Tiers, you can define the duration of the Asset. This tab also allows you to define variations of the duration in case you want to have the same Asset with different durations.

Organizing & Searching for Assets #

If your game has a lot of different Assets, you might want to search or organize your Asset Manager screen. To search for an Asset, enter your search terms into the search box in the top right corner of the Asset Manager screen. Assets in the Asset Manager are sorted by Context by default. To sort by a different filter, click the title of the column in the Asset Manager. To edit the columns that are visible in the Asset Manager, click the cog icon next to the search bar.

Editing an Asset #

To edit an Asset’s data, click on the Edit button associated with the Asset you would like to edit on the right side of the Asset Manager screen. Please note that it is only possible to make edits to an Asset while in the Staging Environment. Learn more about the different Environments.

Activating / Deactivating an Asset #

By default, new Assets are inactive. An inactive Asset is not sent to your game and cannot be granted to a player. To activate an Asset, click the green Activate button when editing an Asset. Similarly, to deactivate an Asset, click the red deactivate button. Please note that it is only possible to make edits to an Asset while in the Staging Environment. Learn more about the different Environments.

Note, that if you deactivate an Asset it will be hidden from player Inventories.

Asset Settings #

Before creating an Asset you must configure your Asset Contexts in the Game Settings Menu. To create a new Context, click the Add Context button in the Context Configuration screen in the Game Settings menu. Fill in the required fields and click Save Contexts to save the Context. The required fields are defined below.

Name: A simplified version of the Friendly Name, with no spaces or special characters.

Friendly Name: A display-friendly version of the Name.

Detachable: Detachable Contexts can be unequipped from the Player’s Loadout (see below for more information)

Complexity: Select what type of Complexity this Context should have. Learn more about Complexities.

Character Classes: Select which Character Classes can equip this Context.

User Facing?: Allow this Context to be visible to players through First Party platforms, like Steam Inventories. This is required for Steam Marketplace to work.

Depends On: Select a Feature Unlock dependency for this Context.

Detachable #

Asset Contexts can be marked as Detachable allowing them to be unequipped from the player’s Inventory. If an Asset Context is not set as Detachable, then this particular Loadout Slot must always have an Asset equipped in it.

Feature Unlocks #

The Feature Unlocks Context is a default Context that cannot be edited. This Context can be assigned to Assets which can then be used in the Depends On field in the Context Configuration menu. The selected Asset must be owned by the Player in order for them to access this Context.