
Scrap Master (WIP)
Scrap Master is a roguelike deck-building game where players progress through procedurally generated levels, battling enemies and bosses while creating the most powerful cards. Your deck will have no pathetic cards (unless u allow it). Use Modifiers to adjust your deck and beat the bosses. This is insipired on when i was a kid I would create powerful cards and auto win fights. "I play Rightous Fist, it does 1 BILLION DAMAGE and I win automatically." I want to create that feel in a video game. !The initial concept came from Intermediate Game Design, and through an Honors Independent Study with Mathew Powers, I further enhanced it to what it is today. I'll be continuing to update it as it reaches closer to completion.
Many Hats to Fill
I'm the sole developer of the game so I've done the implementation for the UI of the game and designed how the game looks. I've also programmed all the mechanics inside the game and adjusting balancing. I have also planned and drafted all the mechanics inside the game, and flowcharted many parts of the game. Then changed it again and again.
Challenges
I think there are many things that come to mind with the word "challenges". From the frequent bugs that appear and figuring them out to realizing that this is a much better way to do this and wanting to constantly restart a section of code to make it easier.
However the biggest for me is being the time management. We are all busy, but I do want to spent my time away from coding after spending a fair amount of my day coding. I work on it around a couple times a week and do other things. I always make sure that I making progress. Even if its something small. You always got to have a 1% day.
Software and Skills
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Used Adobe Illustrator/Photoshop, to create many of the card assets. (Many of the future assets like the background) will be built here as well.
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Worked with Unity 3.4f to help build the game and handle development tasks.
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Visual Studio Code to further refine my code and analyzing problems within it.
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Photoshop to create the art assets required for the game.
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Leveraged GitHub for version control throughout the project.
This experience has reinforced my ability to think critically, work independently, and communicate technical design structures—skills that are directly applicable to my career goal of becoming a professional game designer. Developing and continuing Scrap Master has taught me patience through debugging, adaptability when pivoting mechanics, and the importance of disciplined time management, all of which will guide me in creating innovative, polished, and player-centric experiences within the gaming industry.
Previous Updates/Devlog

(Update 11/20)
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Creating the initial game loop which includes the fighting stage, and the craft stage
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Made around 15 cards for the player to use, mostly to get through to test the gameplay
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Created the basic enemy AI (No animations)
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Next steps: Lots of optimizations ( Health Bars spawning, Crafting as a whole, End Turn needing Coroutine)


(Update 12/4/24)
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Enemy has changed has how he does damage!
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Enemy used to use cards but instead he has moves. Moves are a simplified version where each move can only have 2 values. Each enemy can have at most two types from 4 (Attack, Shield, Buff, and Debuff) They don't have uses and can fully operate on its own.
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In the future when I start with Buffs and Debuffs, Values will be the stack or duration of said buff/debuff. This will also allow for easy modifications on other buffs which would just increase values.
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Also optimized/bug fixed the overall project.
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Next steps: Buffs and Debuffs, Rework Cards for Player