Managing Store Pages and Rows

Introduction to Store Management #

Welcome to the tutorial on managing your in-game store, a pivotal feature in the Gameful Learning Management System. The store is where students can spend their hard-earned loot and craft new items, adding a layer of engagement and strategy to their learning experience.

Creating Store Pages #

Just like quests are organized into maps, store items are organized into pages and rows for easy navigation.

Adding New Pages #

To begin, you can add new pages to the store:

  1. Add a New Page: Each page in the store can represent a category or theme. For instance, you might have a page for academic rewards, another for in-game perks, and another for physical items like school merchandise.

Page Features #

Pages come with features to enhance the gameplay:

  • Locks: Control access to items using various conditions such as a date, loot levels, inventory items, or class sections.

Organizing Items into Rows #

Items in the store are listed in rows within these pages.

Adding Rows #

You can add new rows to a page:

  1. Add a New Row: Each row represents an individual item that can be purchased or crafted. The layout is designed to make it visually accessible and straightforward for students to browse and select items.

Editing Pages and Rows #

Naming Your Page or Item #

Start by giving your page or item a distinct name. This is what players will see in the store, so make sure it’s descriptive and aligns with the nature of the reward or item.

Deciding on Locks #

Next, you’ll decide if you want to lock the page or item.

  • Choose to Lock: By toggling the lock feature, you can set conditions that must be met before the item becomes available to players. This can be used to guide progress, ensure prerequisites are met, or to introduce new challenges.

Understanding Lock Types #

There are two main types of locks you can apply, each with its unique application in gameplay and learning progression:

  1. Conditional Locks: These are based on specific criteria such as possession of certain inventory items, reaching minimum XP levels, accumulating enough gold, having a particular reputation score, or being part of a certain class section.
  2. Scheduled Access: This type of lock allows you to set availability based on real-time conditions, such as making an item available only on certain days of the week or during specific hours. This can add an element of real-time strategy and planning for the students.

The locks for the store are the same as those available for Maps and Quests. For detailed information on each type of lock, including examples of how to implement them and the effects they can have on gameplay, please refer to the comprehensive locks document found in the Maps and Quests section.

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