SCRAPPED

School • Unity • Team of 6 • 2026-07-09

SCRAPPED
Overview
SCRAPPED is a twinstick stealth project built in the Unity engine where you play as an old robot infiltrating the facility where they were created to destroy them.

Teamwork
This game was made for school and the final, biggest project of the year. However, I had similar issues as in INKMYTH.

While the project originally was made for 3 developers and 4 artists, that quickly fell apart. One of the programmers ended up not adding anything to the project, and the other one only added the health pickup and the puzzle system (which was so broken I had to fix it). This means I made all the enemies, stealth mechanics, player interactions besides health pickups, the menus, and all other in-game mechanics not previously mentioned.
I experienced a lot of friction near the end of the project, as the artist wanted to redesign the game's level on the final day. Even if I was against this plan as playtesters had enjoyed the level, team majority meant I was overruled. I was able to restore most of the original level with some added difficulty to make a "hard mode" though. I was quite saddened by this decision, especially due to the tutorial being replaced (and removed from hard mode).

Originally, the starting room had a lot of bottles with a prompt showing you could shoot them if you got up close, encouraging exploration. The next room had some weakened enemies (with smoke to visualize this) which you could easily defeat using the distractions. If you did not notice the distractions in the first room they were weak enough to get past without much health loss. Then, when continuing to the next room, it always showed the prompt which showed that bottles were shootable so the player couldn't miss it.

The project also had some issues with the itch page, at first somebody rewrote the story without telling me. This forced me to put the story back. Due to this I also made a backup of the itch page. This backup later came in handy, as later a teammate had reverted the itch to a very old version. He hadn't refreshed the "edit game" page since the start of the day and when he saved his changes the page went back to this version.

There was also a time where a teammate, who was working in a branch he made at the start of the project, merged this with the main branch without informing anybody. This meant that every feature made after day 1 was suddenly removed. Luckily I was able to figure out how to revert this using SourceTree. There were also many minor hiccups.

What did I learn? What am I proud of?
I'm quite happy I could finish up the project even with all the major setbacks and have learned multiple things.

First of all, I made a FSM (finite state machine) for the first time in Unity for the enemy AI.
Besides that, I also used a lot of Raycasts, whether this be for checking where the player is aiming, if the mouse is hovering over an upgrade, or if the enemies can see the player. I had only used raycasts once in Unity before and now I can use it quite easily.
I am also quite fond of the enemies. They all have interactions with each other and notice distractions the player makes.
There were also of course other systems I had used besides these, such as ScriptableObjects for the upgrades.
I've also gotten better at git, as I had to use multiple commands in the command line and SourceTree to restore the project.