====== Looting======
===== Context =====
Looting is the primary way the character earns enough credits and upgrades to make it through to the next mission. "Loot" boxes will be scattered around the encounter area for the character to find. Some boxes may be locked and require "alternate" methods of accessing the contents. As enemies are dispatched during combat a few special enemies (mainly Specialists, Lieutenants, and Unique Individuals) may "drop" important pieces of information or better gear that can be used or sold. Always be on the lookout for loot!\\ \\
=== Hypothesis ===
Looting ties directly to the gameplay pillars by providing almost instant rewards while exploring an area.\\ \\
=== Measuring Success ===
Success will be measured by the following:\\
* Character’s ability to interact with a loot box
* Loot containers contain the appropriate level/amount of loot
* Can the character take items from the loot container’s inventory slots?
* Can the character store items in the loot container’s inventory slots?
* //As of this writing, the character should NOT be able to store items in a loot container//
* Does the loot container’s animation function as designed
* Does the loot respawn if the container is configured to respawn loot?
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===== Design =====
=== Summary===
Write down a summary of how the feature works. Include images or sketches if you have any.\\ \\
=== User Journey ===
Sketch out screens of what the player will see and do, step by step.\\ \\
=== Flow===
Create a flow diagram of how the feature works.\\ \\
=== Values ===
If this is a feature that has values attached to it then define them here.\\ \\
=== Edge Cases ===
Are there any situations where this feature needs to behave a little bit differently?\\ \\
=== Research and Testing ===
How are you going to test this feature at different stages of development?\\ \\