Is this like the next evolution of the harvestable system? It sounds like something that can be built right on top of the work that you've done for the harvestables.
TL;DRLoot generation uses the same system as harvestable containers, letting designers define tag-based loot archetypes that also pick up tags from the surrounding environment, with flexibility for designers as the main focus.
Yeah, very, very similar. In fact, in terms of generating the loot containers, it is the same system, just being used in a different way. And like Dan was saying, it's designed to be very, very flexible. The main goal with the implementation at the moment is to make sure that we give our level and mission designers all the flexibility they need to create whatever loot situation they want in a particular area. So yeah, the designers can define what we call a loot archetype, which is a collection of tags that the items should have, maybe some tags that they absolutely shouldn't have. And then from this, the system will generate a loot pool of all of the items that match that archetype, to put in any containers that the designers give that archetype. But yeah, this will be flexible enough that it can take injected tags from the environment around it, like Dan was saying. So you put one of these containers that's got a weapons archetype, that just by itself would be able to spawn any weapon. And if you put that in a high-tech container, it can get a high-tech tag and then only spawn high-tech weapons. You put it in a pirate place, it'll only spawn pirate stuff. That's the idea. But the real focus is on making it extremely flexible and customizable for our designers, so that whatever situation they want, they can have.