Characters & Heroes
Rogue. Tank. Omniknight. Define the heroes and classes that players can play, their attributes, and what they can equip or store in their inventory.
One the systems unique to LootLocker are Character Classes and Heroes. These systems allow you 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.
This tutorial will walk you through setting up Character Classes, creating their Default Loadouts, and then creating Heroes based on those Character Classes.
A Character Class lets you define what Contexts are associated with each class. For some games you may not have any classes and can completely ignore this system. Other games might want to take advantage of both the Character Class system and Heroes.
To create a new Character Class, navigate to the
Character Classes
tab in the Game Settings menu by clicking the Settings
icon on the side bar of the Management Interface.
Click
Add Character Class
to create a new Character Class for your game. Enter the name of the Character Class and select if this Class should be the Default Character Class. We are going to create two classes, one called Wizard
and one called Warrior
, and set the Warrior as the default.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 but can be easily updated by the game when the player creates a new character, for example.

Click the
Save Settings
button to save this Character Class.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 the character is created. The Default Loadout will usually display empty Context loadout slots that have been assigned to this Character Class. Since we do not have any Contexts set up, the Default Loadout of our Character Classes are empty. Contexts are created when you set up Assets in LootLocker. To learn how to do this, visit the Create Your First Asset how-to guide. Alternatively, read more about Contexts here.
We are going to create Contexts associated with different slots that the player can equip Assets to on their character. To add a Context to a Character Class's Default Loadout, click on the
Context Configuration
tab in the Game Settings menu. In the Context Configuration menu, click Add Context
and select the Asset Complexity and give the Context a name. Finally, select which class each Context is available for by ticking the Character Class name.Name | Detachable | Complexity | Character Class | User Facing |
---|---|---|---|---|
Sword | ✔ | Customization | Warrior | ✔ |
Staff | ✔ | Customization | Wizard | ✔ |
Legs | ✔ | Customization | Warrior Wizard | ✔ |
Feet | ✔ | Customization | Warrior Wizard | ✔ |
Shoulders | ✔ | Customization | Warrior Wizard | ✔ |
Chest | ✔ | Customization | Warrior Wizard | ✔ |
Head | ✔ | Customization | Warrior Wizard | ✔ |
Here is what our Context Configuration looks like now.

Going back to the Character Classes page, we can now see the Contexts we associated with the Character Classes appear in the Default Loadout.
Warrior
Wizard


To add an Asset to a Default Loadout slot, click the
Add Asset
button in the corresponding loadout slot and select an Asset from the modal. Once a character's Default Loadout has been populated, click Save Settings
to save the loadout.Warrior
Wizard


As you can see, we have intentionally left some slots empty, while assigning some slots with different Assets, specific to that class.
You have now created your first Character Classes and assigned them a Default Loadout.
This documentation is incomplete and will be updated soon.
The following tutorial assumes you have already set up your game and made your first API calls. To learn how to do that, visit the Getting Started guide.
This documentation is incomplete and will be updated soon.
Last modified 9mo ago