Crafting System Architecture for Mobile Games

TRUETECH is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Crafting System Architecture for Mobile Games
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~3-5 days
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Crafting System Architecture for Mobile Games

We design crafting systems from scratch. Typical mistakes: hardcoding recipes, trusting client validation, ignoring offline progression. Over the years, we have implemented crafting for games with over 10 million total installs. Here we share architectural solutions that save up to 40% of integration time.

A crafting system is a mechanic for combining resources to obtain items. In mobile games, it ranges from simple (5 stones → 1 diamond) to complex (chain of 10 recipes with different stations and probabilities). The proper data schema affects performance and anti-cheat protection. For example, in an RPG with 50 recipes and 4 stations, without server validation cheating reaches 90%.

Instead of storing recipes in code, we move them to configs — Remote Config or Addressables. This allows balance changes without updating the app: increase crafting time of a rare sword from 10 to 15 seconds in a few clicks. Server validation reduces cheating risk by 90% for monetized games. The development cost of a crafting system is calculated individually, but budget savings from smart architecture can reach 30%. Below, we break down key components using Unity and PlayFab examples.

Why Store Recipes as Data?

Recipes are conveniently stored as data, not logic. This allows adding recipes without an app update — via Remote Config or Addressables. We use the following structure:

[Serializable]
public class CraftingRecipe
{
    public string recipeId;
    public string resultItemId;
    public int resultQuantity;
    public List<Ingredient> ingredients;
    public float craftingTime;  // seconds, 0 = instant
    public float successRate;   // 0.0-1.0, 1.0 = always
    public string requiredStation; // "forge", "alchemy_table", null = anywhere
    public int requiredLevel;
}

[Serializable]
public class Ingredient
{
    public string itemId;
    public int quantity;
    public bool consumed;  // false = tool, not consumed
}
Parameter Description
recipeId Unique recipe identifier
resultItemId ID of the result item
ingredients List of ingredients with quantity and consumption flag
craftingTime Crafting time in seconds (0 — instant)
successRate Probability of success from 0 to 1

The recipe list is loaded at startup from a ScriptableObject or via Addressables.LoadAssetAsync<CraftingDatabase>. For balancing without an update, Remote Config stores JSON with overrides. Example: we increased the sword crafting time from 10 to 15 seconds when balance shifted.

Implementing Ingredient Check and Server Validation

Validation is two-sided: client for UX (instant error), server for anti-cheat. Client logic in CraftingManager:

public class CraftingManager : MonoBehaviour
{
    public static CraftingManager Instance { get; private set; }

    private CraftingDatabase _database;
    private InventoryManager _inventory;

    public CraftingResult TryCraft(string recipeId, string stationId = null)
    {
        var recipe = _database.GetRecipe(recipeId);
        if (recipe == null) return CraftingResult.InvalidRecipe;

        // Station check
        if (!string.IsNullOrEmpty(recipe.requiredStation) && recipe.requiredStation != stationId)
            return CraftingResult.WrongStation;

        // Level check
        if (PlayerData.Level < recipe.requiredLevel)
            return CraftingResult.LevelTooLow;

        // Check ingredient availability
        foreach (var ingredient in recipe.ingredients)
        {
            if (_inventory.GetCount(ingredient.itemId) < ingredient.quantity)
                return CraftingResult.MissingIngredients;
        }

        // Success probability
        bool success = Random.value <= recipe.successRate;

        // Deduct only consumable ingredients
        foreach (var ingredient in recipe.ingredients.Where(i => i.consumed))
            _inventory.Remove(ingredient.itemId, ingredient.quantity);

        if (success)
            _inventory.Add(recipe.resultItemId, recipe.resultQuantity);

        // Analytics
        GameAnalytics.NewDesignEvent($"Crafting:Result:{recipeId}", success ? 1 : 0);

        return success ? CraftingResult.Success : CraftingResult.Failed;
    }
}

For monetized games, server validation via PlayFab Cloud Script is mandatory:

// PlayFab Cloud Script
handlers.CraftItem = function(args) {
    var recipeId = args.recipeId;
    var recipe = getRecipeFromCatalog(recipeId);

    // Check inventory on server
    var inventory = server.GetUserInventory({ PlayFabId: currentPlayerId });
    for (var ingredient of recipe.ingredients) {
        var count = countItem(inventory, ingredient.itemId);
        if (count < ingredient.quantity) {
            return { success: false, error: "insufficient_items" };
        }
    }

    // Deduct and grant on server
    for (var ingredient of recipe.ingredients.filter(i => i.consumed)) {
        server.RevokeInventoryItems({ ... });
    }
    server.GrantItemsToUser({ itemIds: [recipe.resultItemId], ... });

    return { success: true, resultItemId: recipe.resultItemId };
};

Server validation prevents cheating: the client can be hacked, the server cannot.

How to Organize Timed Crafting with Offline Progression?

For the "start and come back in an hour" mechanic, we use a slot object:

public class CraftingSlot
{
    public string recipeId;
    public DateTime completionTime;
    public bool isComplete => DateTime.UtcNow >= completionTime;
}

public void StartCrafting(string recipeId, int slotIndex)
{
    var recipe = _database.GetRecipe(recipeId);
    _craftingSlots[slotIndex] = new CraftingSlot
    {
        recipeId = recipeId,
        completionTime = DateTime.UtcNow.AddSeconds(recipe.craftingTime)
    };

    // Save to PlayerPrefs or Cloud Save
    SaveCraftingState();

    // Schedule local push
    NotificationManager.ScheduleLocal(
        $"Crafting completed: {recipe.resultItemId}",
        recipe.craftingTime
    );
}

Slot state must be persisted. On login, DateTime.UtcNow is compared to completionTime: if passed, craft is complete. This way the timer works offline.

Types of Crafting

Craft Type Description Complexity Example
Instant Ingredients immediately converted to result Low 5 stones → 1 diamond
Timed Start crafting, wait for completion Medium Brew potion 30 min
Probabilistic Result depends on chance Medium Smelt ore with 70% chance
Multi-level Chain of crafts from intermediate items High Steel from ore and coal → sword

The crafting category is chosen based on genre. RPGs suit multi-level and timed, casual games suit instant and probabilistic.

Development Stages for a Crafting System

  1. Analysis — define mechanics, build prototype.
  2. Data design — recipes, inventory, slots, server rules.
  3. Implementation — write CraftingManager, validation, timers, UI.
  4. Server integration — PlayFab Cloud Script for validation.
  5. Testing — load, cheating, offline scenarios.
  6. Deploy — publish while complying with Store Review Guidelines.
Real-life case example For an RPG with 50 recipes and 4 stations, we implemented a multi-level crafting chain. Used PlayFab for server validation. Crafting times ranged from 10 seconds to 24 hours. Server validation reduced cheating to zero. The project took 2 weeks.

What's Included in Crafting System Development

  • Designing recipe and inventory data schema.
  • Implementing CraftingManager with checks and probabilities.
  • Timed crafting system with offline progression.
  • Local push notifications for craft completion.
  • Server-side validation via PlayFab / GameSparks.
  • UI: recipe book, crafting slots, progress bar.
  • Analytics events for balancing recipe popularity.

Development Timelines

Basic crafting (instant, no timers): 3–5 days. Full system with timers, slots, server validation, and UI: 1.5–3 weeks. Cost is calculated individually after assessing inventory size and number of recipes. We guarantee stable operation and compliance with Store Review Guidelines.

Our specialists have 10+ years of experience in mobile development — we'll account for code signing and certificate nuances for publishing. We'll assess your project and propose the optimal solution. Request crafting system development and get a robust architecture. Contact us for a consultation.

Mobile App Analytics: Firebase, Amplitude, AppsFlyer and Attribution

Our team regularly encounters projects where analytics is already "set up" but yields no real insights. A typical example is a startup with 50k DAU: tracking dozens of events without a single answer to the question "why don't users reach payment?". In two weeks we built a basic funnel and found that 70% of users drop off at the phone number verification screen. After fixing the bug, retention increased by 12%. The takeaway: analytics should start with specific questions, not tracking everything indiscriminately.

Why Event Taxonomy is the Foundation of Mobile App Analytics?

Firebase Analytics, Amplitude, Mixpanel — technically similar. The difference lies in what you put into them. A common mistake: events like screen_view, button_tap_1, button_tap_2 without context. A month later, no one remembers what button_tap_2 means.

Proper taxonomy: object + action + context. product_viewed, checkout_started, payment_completed with parameters product_id, category, price, source. This allows building funnels, cohort analysis, and retention without additional tracking.

We document the naming convention in a tracking plan — a document (Google Sheet or Amplitude Data Catalog) describing every event, its parameters, and triggering conditions. The tracking plan is synced with the analytics team before development begins, not after. This approach ensures that data remains interpretable months later and doesn't become a dump. Experience from 50+ projects confirms: without a tracking plan, analytics maintenance costs increase 2-3 times due to rework.

What Should You Choose for Mobile App Analytics: Firebase, Amplitude, or Mixpanel?

The table below highlights key differences between the three popular platforms. Choice depends on budget, traffic, and tasks.

Criteria Firebase Analytics Amplitude Mixpanel
Free limit Unlimited (Spark plan) Up to 10M events/month Up to 1K MTU/month (Special)
Data latency Up to 24 hours (standard) Minutes (real-time) Minutes (real-time)
Funnels and cohorts Basic funnels, limited count Deep funnels, Journeys, cohorts Funnels, Retention, Insights
BigQuery export Yes (free, raw data) Yes (subscription) Yes (Enterprise)
Session Replay No Yes (iOS/Android SDK) No
Ad integration Google Ads (native) Via Universal Links Via partners

Firebase Analytics — free, deep integration with Google Ads, BigQuery export for raw data. Limitations: data latency up to 24 hours, limited funnels. For startups with Google Ads traffic, it's the first choice.

Amplitude — product analytics focused on cohorts and user journeys. Journeys (formerly Pathfinder) shows actual paths between events — not assumed funnels but real routes. Session Replay records sessions for UX analysis. The free tier up to 10M events/month is enough for most products at launch.

Mixpanel — close to Amplitude, stronger in real-time segmentation. Insights, Funnels, Retention cover 90% of product analysts' tasks.

How to Solve Multi-Channel Attribution with AppsFlyer?

Knowing where a user came from is a separate task. Firebase Attribution works only within the Google ecosystem. For multi-channel attribution (Facebook Ads, TikTok, Apple Search Ads, programmatic), an MMP (Mobile Measurement Partner) is needed.

AppsFlyer is the market leader. OneLink — universal deep link working on iOS and Android, correctly attributing installs from any channel. Protect360 — built-in fraud protection (fake installs, click injection on Android). Adjust and Branch are competitors with similar features. Branch excels in deep linking; Adjust is popular in gaming.

According to Apple, with iOS 14.5, apps must obtain user permission via ATT before collecting IDFA for tracking. AppsFlyer uses probabilistic matching (IP + user agent + timing) for these users — accuracy is lower but better than nothing. SKAdNetwork and Privacy Preserving Attribution provide aggregated data from Apple with a 24-72 hour delay.

How to Set Up Crash Analytics to Not Miss Bugs?

Firebase Crashlytics is the standard for crash reporting. It automatically groups crashes by stack trace, shows affected users %, and sends velocity alerts when crash rate increases by more than 10% per hour.

Important: symbolication. On iOS, .dSYM files must be automatically uploaded with each build — via Fastlane upload_symbols_to_crashlytics or Xcode Cloud built-in. Without symbols, crashes in Crashlytics appear as memory addresses. This happens more often than expected when switching to a new CI — in one project with 500k users, we found that 40% of crashes remained unsymbolicated due to a missing CI/CD step. After automation, bug response time dropped from 3 hours to 15 minutes.

For React Native and Flutter, @sentry/react-native and sentry_flutter provide additional context: breadcrumbs, network requests before the crash, Redux/Provider state.

Below is a comparison of popular crash analytics tools to choose according to your needs.

Criteria Firebase Crashlytics Sentry Instabug
Free limit Unlimited (Spark) 5k events/month 250 MAU
Grouping By stack trace + parameters By fingerprint By stack trace + metadata
Symbolication Automatic (via file) Automatic (via CLI) Automatic
Velocity alerts Yes (by % change) Yes (by count) Yes (by threshold)
Extra context Logs, Keys, Custom Keys Breadcrumbs, User, Tags User steps, network requests
Price Free (in Firebase) Paid plans available Paid plans available

Environment Setup

Three environments with separate Firebase projects: dev, staging, production. Mixing analytics from test sessions and production is a common mistake that skews all metrics. On iOS via GoogleService-Info.plist per scheme, on Android via google-services.json in each flavor folder.

Timelines: basic analytics with Firebase + Crashlytics — 3-5 days. Full tracking plan + Amplitude/Mixpanel with funnels and cohorts — 2-3 weeks. Attribution via AppsFlyer with deep linking and fraud protection — 1-2 weeks. Cost is calculated individually based on integration complexity.

What Is Included in Our Work

As part of analytics implementation, we provide:

  • Development and approval of a tracking plan with product and marketing teams.
  • SDK integration (Firebase, Amplitude, Mixpanel, AppsFlyer) considering your stack (Swift/Kotlin/Flutter/React Native).
  • Setup of funnels, cohorts, dashboards, and alerts.
  • Automation of symbolication and .dSYM upload via Fastlane.
  • Documentation of events and parameters.
  • Team training on the analytics platform.
  • Two weeks of post-release support and tracking adjustments.

Our experience: 7 years of analytics implementation and over 80 successful projects in mobile development. We guarantee data correctness and transparency at every stage.

Contact us for a consultation on setting up analytics for your app. Request an audit of your current analytics — and we will show you which metrics you are losing.