Game Settings

The Game Settings menu can be found by clicking the Settings option in the Management Console side bar.

Game Settings

The Game Settings tab in the Game Settings menu provides a variety of settings to configure your game in LootLocker.

General

General Game Settings lets you set the Game name, genre and a few other toggles.

Game Name

The name of your game. This will be used throughout LootLocker, but also in a few instances in responses from the Game API.

Game Genre

The genre of your game. This helps us understand what types of games are being built on LootLocker and how we can be as helpful to you as possible.

Active

This decides if LootLocker accepts traffic from the game or not. Untick this box and no players will be able to authenticate with your game.

Sandbox Mode

Sandbox Mode allows you to use First Party platform stores without spending real money.

Prevent Purchases

Selecting this tells LootLocker to reject all purchases with both soft currencies and real currencies.

API

Game API Key

This is the Game API Key your game needs to communicate with LootLocker. You should prevent this from being read in your binary if possible. You can rotate this key, which will cut off any old clients using the old key, once you merge the setting into the live environment.

Server API Key

The Server API Key is the key you can use to securely communicate with the Server API from a trusted server you manage. You can rotate this key, which will cut off any old clients using the old key, once you merge the setting into the live environment.

API Domain

The API Domain is your games specific domain used to communicate with LootLocker. This is not required yet, but will be in the future.

Logo

A square (50x50px) logo for use in the LootLocker platform.

Badge

A rectangular (200x100px) image for use in the LootLocker platform.

Misc

Player Progression

Enable this to add XP and Leveling functionality to your game, and allow your players to progress in your game.

Message Title Max Length

The maximum number of characters a Message Title can have while still working well with your game.

Message Summary Max Length

The maximum number of characters allowed in the summary field for messages. Tweet lengths seem to work well to catch player's attention.

Platforms

The Platforms menu allows you to enable and configure the platforms your game will run on, and any specific data the platforms need from LootLocker for their integration with your game.

Note that platforms are not part of Game Merging, and as such you need to update Stage and Live separately, and the changes take effect immediately.

To enable a platform, click on the toggle at the top right corner of the platform setting tab and enter the relevant information below.

Character Classes

Character Classes are used to define different types of player characters in your game, what assets they can use or equip, and what assets they have in their inventory by default. The Character Class menu can be found in the Game Settings menu.

Default Character Class

The Default Character Class is the Character Class that a player is assigned when they start your game. A Default Character Class must always be defined.

Default Loadout

The Default Loadout of a Character Class is used to define what Assets a player with the specific Character Class will be assigned and equipped when their Character is created. The Default Loadout will display empty Asset Contexts Loadout Slots that have been assigned to this Character Class in the Context Configuration menu.

To Learn more about working with Character Classes, visit the How-to guide below.

Context Configuration

Contexts are categories to put your assets into in order to assign them a Complexity and other useful information. Contexts are used to determine what Character Classes can use the asset, and if an asset can be detached, or needs to be replaced by another one.

Context Settings

Before you start creating assets, you must first create a Context for that asset type and provide the following information:

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. Learn more below.

Complexity

Select what type of Complexity this Context should have. Learn more here.

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.

To learn more about using Contexts and setting up Assets, visit the How-to guides below.

Asset Storage Templates

Asset Storage Templates can be used to easily add pre-defined Key/Value storage pairs to any Asset. You can use multiple Asset Storage Templates on Assets, and even override individual keys on the Asset level.

An Asset Storage Template consists of the following information:

Name

This is the name of the template that appears when you are selecting a template to apply on an Asset.

Key

The pre-defined key which will be applied to the Asset when this template is selected.

Value

The pre-defined value which will be applied to the Asset when this template is selected. This field is optional.

The following settings are only visible when the Asset Storage Template has been applied to an Asset.

Order

Use Move Up and Move Down to change the priority of the template. This can be used to prioritize one template over another in case they share similar keys.

Effective Asset Value

This field allows you to manually overwrite the value provided by the template.