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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. This is my free time project and I planned to keep improving it whenever I can!

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. I mean 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
  • 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.

  • Worked with Unity 3.4f to help build the game and handle development tasks. (I mean Visual Studio Code as well)

  • Leveraged GitHub for version control throughout the project.

Previous Updates/Devlog

Update (2026/05/01)

Capstone Annoucement!

  • With many of the art changes comes an announcement to the world that Scrap Master is now in development!

  • Much of the art has changed and will likely change more and more as I continue to improve this game, 

  • Energy!! We all know what this means, this will be how I balance cards and allow for more strategic depth, trying to bridge away from slay the Spire and its new release, but for now I'll keep it simple. 

  • Many more Bug fixes. And a Playable demo for capstone was made (I'll wait a bit more for a demo to go on Steam and what not so I can showcase so much more!)

  • Next Steps: Lots of bug fixes, for what comes next may surprise you!

Update (2026/03/28)

The Tutorial...

  • Tutorials: I breezed through it in the beginning but you have to click the little box until it is gone before proceeding (will only be in tutorial stage)

  • Did I ever talk about Shops? Well they exist and have had a visual revamp, but shops will have a merchant exclusive card, cards from the card pool, and modifiers at random potencies. 

  • Animations!! Look at the Blob he's adorable (0:13 timestamp) I worked hard on him enjoy it >:(

  • Many more Bug fixes. I'm not going into them as much cause its mostly sequence breaking, positioning errors, and stuff like that. 

  • Next Steps: Lots of art changes, in preparations for capstone!

Update (2025/12/16)

Massive Additions!

  • Modifiers! Modifiers are going to be where A LOT of work is added. Click and Drag a modifier onto a card and the card will gain the effect until it is used to many times

  • Craft Event: Spend Scrap across the run at these places to craft a modifiers. Simple Craft is pure RNG, Advanced is where the more you spend the more you can swing the RNG in your favor!

  • Random Events: The Question Marks, the story elements will be more here. Right now, it is a simple choose 1 from X many options. Later on there will be minigames for many events so stay tuned!

  • Many more Bug fixes.

  • Next Steps: Lots of art changes, a tutorial to help assist players to understand the game.

(Update 2025/11/20)

  • Creating the initial game loop which includes the fighting stage, and the craft stage

  • Made around 15 cards for the player to use, mostly to get through to test the gameplay

  • Created the basic enemy AI (No animations)

  • Next steps: Lots of optimizations ( Health Bars spawning, Crafting as a whole, End Turn needing Coroutine)

(Update 2024/12/04)

  • Enemy has changed has how he does damage!

  • 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.

  • 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.

  • Also optimized/bug fixed the overall project. 

  • Next steps: Buffs and Debuffs, Rework Cards for Player

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