Table of Contents

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:




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?