Hideaway

This project is intended mainly as data management practice in unity, to try things I haven't attempted yet, and to keep me busy on the weekends. This is still fairly early in development. 
Yes, it is heavily inspired by Pokemon DP's underground. I will not deny that. 
The goals of this project are largely surrounding data and item management, especially concerning getting things into the project in an orderly, and easy-to-use, scene-independent fashion. It also means practice regarding saving and loading user-customized content in a consistent manner, and of course the 3D modeling and art practice involved with creating furniture and item assets. 

The intention gameplay-wise is for the player to be able to decorate their 'hideout',  obtain treasures through the digging minigame that can be traded for new furniture,  and eventually more nuanced systems like stamina and item use to make it feel more meaningful. 

There are several possible directions I could go in once basic functionality is complete, but I will determine that when the time comes. 

Digging minigame. includes randomized 'sparkle' spawns in the overworld, random dig layouts, and multiple tools with different digging patterns. 

Hideout Flag Edit process.

Flag Variants. An extra few options are planned to allow a symbol to be added. 

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