I'm beginning the long process of developing an Adventure Game/RPG and I was hoping to get some review on a resource system I'm coming up with. How it works is, a resource is generic to every resource in the world. Each resource will have a name, a random yield, and a random quality. So I've created an interface for the generic properties and function each resource will have.


public interface IResource{
    string Name {get;set;}
    string Quality {get;set;}
    int Yield{get;set;}
    string ConvertQualityToString();
    int GetResourceYield();

Then I implement the interface in an actual resource base class.


public class Resource : MonoBehaviour, IResource{
    public string Name { get; set; }
    public string Quality { get; set; }
    public int Yield { get; set; }

    public string ConvertQualityToString(){
        var val = Random.Range(0, 3);
        string quality;
        switch (val){
            case 1:
                quality = "Good";
            case 2:
                quality = "Great";
                quality = "Poor";
        return quality;

    public int GetResourceYield(){
        var val = Random.Range(1, 25);
        return val;

And finally, I create the specific resource itself and attach it to my game object in the inspector.

Resource Class

public class Granite : Resource{
    void Start(){
        Name = "Granite";
        Quality = ConvertQualityToString();
        Yield = GetResourceYield();

Is this the proper way to work this system? Obviously, the system actually does work as when I log the values on startup, Yield and Quality are randomized and the Name for each resource object I create is correct. Is there a better way to do this? Are there things I should change? Thanks in advance.


1 Answer 1


A few notes:

  • All IResource properties have public setters. Are you absolutely certain that other code should be able to modify those? I'd recommend making these read-only unless you have specific reasons not to.
  • ConvertQualityToString and GetResourceYield look like internal helper methods. Making them part of the IResource interface creates a very confusing API: what's the difference between resource.Yield and resource.GetResourceYield()? With the way the code is structured, I'd expect these methods to be protected.
  • Are you sure that string is a good type for Quality? If you've got a fixed number of qualities an enum is a more strongly-typed and descriptive choice. And if different qualities have different characteristics then perhaps a Quality class makes more sense. Try to avoid writing 'stringly-typed' code.
  • ConvertQualityToString gives a 33% chance for each quality. Likewise, GetResourceYield always produces yields between 1 and 25. Are you sure that's applicable to all resources and in all circumstances? Should quality and yield even be determined by a Resource instance itself? What if, for example, some enemies should have a higher chance of dropping high-quality resources? Or what if you want to provide player upgrades that increase the average resource yield?
  • What's the point of that Granite class? There's no custom logic in there, and the resource name itself is sufficient to distinguish between different resources.
  • In ConvertQualityToString, there's no need for that local quality variable: you can let each case return a value directly (which also allows you to remove those break statements).
  • ConvertQualityToString is a strange name: it doesn't really convert anything. Inaccurate and confusing names tend to make code more difficult to work with.
  • \$\begingroup\$ Thanks for the notes. There is going to be more to the system, for example, resources will be havestable, which is why I gave the properties public setters. The Granite class will have some logic in it, for example when a player is mining the granite resource, that's what will change the Yield of that specific resource. As far as the ConvertQualityToString and GetResourceYield methods go, should I just break them out into a helper class? Thanks again for the advice. \$\endgroup\$
    – Robert
    Commented Oct 19, 2018 at 15:10
  • 1
    \$\begingroup\$ Harvesting only requires Yield to be public (or perhaps better, a public Harvest method). And unless the mining mechanism for granite is really different from other resources, you don't need a separate class for it. As for those methods, I'd probably leave them where they are, but I'd make them static. Also, it looks like IResourceDeposit would be a more accurate name for how you're using it. \$\endgroup\$ Commented Oct 20, 2018 at 11:46

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