SeaFood Tycoon Sim is a mobile tycoon/simulation game built in Unity where the player runs seafood factories: catching fish, processing them on conveyor belts and machines, fulfilling orders, and expanding production. The game supports multiple product lines (Salmon and Crab), each with its own factory, upgrades, and missions. Players manage Cash, Coins, Diamonds, and Tickets, unlock and upgrade boats, power, machines, and storage, and complete 40 structured missions (20 per factory) to earn rewards and progress.
Production pipeline (per factory)
Boat → Crane (fish from boat to conveyor) → Conveyor (waypoints to machines) → Machine 1/2 (worker pick → process → drop) → Conveyor → Storage (packets). Power drains over time; players refill it to keep the belt and spawns running.
Upgrade systems (per factory, level 1–20)
Boat (speed, catch capacity), Conveyor Power (drain rate, belt speed), Machine 1 & 2 (process time), Storage (capacity). Machine 2 is unlocked later. All state is persisted via a FactoryPrefSystem with keys like FactoryID_Salmon_Boat_Level.
Orders
Order boat arrives; player selects one of three orders (required packets + cash/coins reward). Crane loads packets from storage onto the boat; claiming completes the order and grants rewards. Timer-based flow for “wait for boat” → “loading” → “ship on the way” → “wait for new order.”
Economy
Four currencies: Cash (main), Coins (upgrades/shop), Diamonds, Tickets. Packets earn cash/coins (values configurable per factory in ScriptableObjects and upgradeable). Shop and IAP-style flows for purchasing currency.
Missions
40 missions (Salmon 0–19, Crab 20–39): Unlock Factory, Upgrade Boat/Power/Machine1/Machine2/Storage to target levels, Unlock Machine 2. Each mission has a reward type and amount (Cash, Coins, Diamond, Ticket). Completion is checked against FactoryPrefSystem; rewards are claimed via mission UI.
Dual factories
Salmon and Crab factories with separate unlock, upgrades, storage, and missions.
Staff system
Six staff types per factory (Fishing, Power, Conveyor, Processing Machine, Discard Pile, Storage). Unlocked with coins after meeting upgrade requirements; they provide bonuses (e.g. faster crane, 20% faster processing, extra storage, packet value %, discard refund).
Daily rewards
7-day cycle (Cash, Coins, Diamonds, Ticket). Timer (e.g. 24h) and “claim” state saved; optional 2x reward via rewarded ad; “No Thanks” grants hold cash.
Funding boat
Boat cycles (start → wait point → stop); when available, player can open a panel and claim random cash rewards (1K–1M with weighted probabilities). Rewards and availability gated by factory progress.
Fortune spin wheel
Lucky wheel with reward types (Cash, Coins, Diamond, Ticket) and configurable amounts; integrated into UI (SpinWheelPanel).
Speed-up power-up
Time-limited global speed boost (e.g. 1.5x) with availability cycle; activation via rewarded ad.
Shop
In-game shop for purchasing Cash, Coins, Gems, Tickets; economy display formatting (K/M/B).
Ads integration
Banner, Interstitial, and Rewarded ads (Google Mobile Ads); rewarded ads used for Funding Boat reward, Daily Reward 2x, and Speed-up.
Recipes / product info
Recipe panel and recipe icons on packets (e.g. Salmon/Crab) for clarity of product type.
Tutorial
TutorialManager drives onboarding and can control visibility of panels (Staff, Recipe, Spin Wheel, etc.).
Engine & stack
Unity (C#), UGUI, TextMeshPro. Third-party: DOTween (UI and animation), Google Mobile Ads, UiShiny (UI effects), Coffee UI Effects, Camera Controller (profiles), Epic Toon FX (VFX). In-app purchasing package present (com.unity.purchasing).
Architecture
Singleton-style managers: UIManager, MissionSystem, AdsManager, Dailybonus, etc.
Per-factory flow: ProductionFlowManager owns BoatManager, CraneManager, ConveyorManager, MachineManager (x2), StorageManager, OrderManager; each factory has its own FactoryItemData ScriptableObject.
Persistence: PlayerEconomyManager (static, PlayerPrefs) for currencies; FactoryPrefSystem (static) for all factory-specific progress (unlocks, levels, upgrade progress, staff, packet counts, packet economy).
Production flow
Conveyor uses waypoint lists for movement to Machine 1, Machine 2, bin, storage pile, recycle; fish and processed items moved along waypoints. MachineManager uses a worker state machine (Idle → Picking → CarryingToProcess → Processing → CarryingToDrop → Returning) and coroutines for movement and processing with fill UI. CraneManager and BoatManager use similar coroutine-based sequencing and events.
Data-driven design
FactoryItemData ScriptableObjects define factoryId, prefabs, timings, economy (packet cash/coins, sell values), unlock costs. MissionData + MissionSystem define the 40 missions; MissionData.IsCompleted() queries FactoryPrefSystem. OrderData structures for order configuration.
Platform
Android/iOS ad unit IDs and mobile-oriented UI (panels, buttons, timers). Async scene loading with LoadingManager and rotating tips.
Systems design
Designing a full production chain (boat → crane → conveyor → machines → storage → orders) with multiple currencies, upgrade tiers, and mission goals.
State and persistence
Centralized, key-based save system (FactoryPrefSystem) for many upgrade types and two factories without key collisions; economy and daily reward state in PlayerPrefs.
Modular, data-driven code
ScriptableObjects for items and missions; manager-based structure with clear references between systems (e.g. ProductionFlowManager → child managers).
Animation and feel
Worker animations (Idle, Walk, Picked Walk, Cooking), DOTween for UI and daily reward shake, fill bars for processing and power, particle effects for feedback.
Monetization and retention
Ads (banner, interstitial, rewarded), daily rewards, spin wheel, funding boat, speed-up, and shop/IAP hooks.
Mobile UX
Panel-based UI, camera control toggles, loading screen with tips, tutorial flow.
Full factory simulation loop: boat → crane → conveyor → dual machines (with worker state machine) → storage → orders, with power management and upgrade-driven parameters.
Scalable persistence: one FactoryPrefSystem supporting multiple factories and many upgrade types with consistent key naming.
40 missions with typed objectives and rewards, plus 6 staff roles per factory with requirement and bonus logic.
Multiple retention/monetization systems: daily rewards (with timer and 2x ad), funding boat, fortune wheel, speed-up ad, and shop.
Dual product lines (Salmon & Crab) with separate progression and mission sets.
Polished production feel: worker animations, conveyor waypoints, processing fill UI, and VFX/sound hooks.
Mobile-ready: Google Mobile Ads integration, async loading, and Unity IAP package in use.