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Sorry for the radio silence. We've an announcement: 

There is a lot more we could cover on the subject of ScriptableObjects as data holders. For example, we are also using them to store the data for our characters, enemies, items, and weapons. ScriptableObjects provide a robust way for programmers to help the designers and the rest of the team get access to important data without going through lines of code. But for now, I think that gives a good overview of one way to use them. If you made it this far, thank you for your time and attention! We at Most Dangerous Games really appreciate your interest in Blight and we are hard at work pushing this project forward. We look forward to sharing more of the development process with you down the road.
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