Inventory, Progression & Save Systems
Data-driven inventories, currencies and unlocks, backed by save systems that survive app kills, updates and device changes.
Progression systems carry a game’s long-term value, and a lost or corrupted save is one of the fastest ways to lose a player. I treat both as core engineering rather than features to add just before launch. Inventory and progression. Items, currencies, upgrades, unlocks and experience curves are defined as data — ScriptableObjects for authored content, remote config for values you’ll want to tune after launch. Every change to a balance goes through one transaction layer, which makes the economy testable, keeps rewards and purchases consistent, and gives analytics a single place to observe…