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🌱 Factory Bloom – Unity Systems Engineering Demo

Developer: Joshua Kroeker
Engine: Unity 6.2 Genre: Top-Down Automation Sandbox
Art Style: Pixel Art
Duration: 1-Month Solo Project


🎮 Overview

Factory Bloom is a one-month solo Unity project built to demonstrate gameplay systems engineering and modular design.
The player automates an organic ecosystem—building machines that plant, harvest, and distribute resources in a self-sustaining loop.

The project emphasizes data-driven gameplay architecture, emergent system interactions, and clean, maintainable code—all cornerstones of strong gameplay engineering.


⚙️ Technical Focus

At the core of Factory Bloom lies a fully modular automation framework composed of:

System Description
Machine Framework Base abstract class (MachineBase) powering specialized machines like Seeder, Harvester, Conveyor, and Generator.
Network System Handles resource and energy propagation between connected machines using ports and signal graphs.
Automation Controller Global tick-based update loop that synchronizes deterministic simulation across all systems.
World Grid Logical tilemap storing resource nodes, machine placements, and environment data.
Editor Tools Custom ScriptableObject utilities for defining machine types and visualizing resource flow.

🧠 Engineering Highlights

  • 🧩 Data-Driven Architecture – Machines, resources, and terrain types defined through ScriptableObjects for flexible tuning.
  • 🔌 Event-Based Networks – Real-time resource propagation with visual debugging using Unity Gizmos.
  • ⏱️ Deterministic Simulation – Central tick controller ensures predictable, step-based updates.
  • 🚀 Scalable Foundations – Architecture supports procedural generation, drone AI, and tech-tree expansion as modular add-ons.

🗺️ System Architecture

The following diagrams summarize the technical structure and runtime data flow:

📘 Download the Full Technical Systems Brief (PDF)

System Architecture Diagram Systems Architecture

Internal Tick Data Flow Tick Data Flow


🧩 Project Goals

  • Demonstrate gameplay engineering and systems composition.
  • Showcase maintainable Unity C# architecture for portfolio/recruiter review.
  • Highlight modular design suitable for both technical interviews and production workflows.

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