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The update to Randomly Generated RPG is finally done. It came out on Feb 23rd, only a couple more days after the blog post. I have no idea how many abilities ended up getting changed in the new update, but probably over 70%. Uploading it to itch.io was surprisingly difficult. Firstly the file size was just slightly too large (even though it’s not even 1 gigabyte, not sure why it failed), and I had to shrink the size of the character arts. Then I discovered that some try catch statements (specifically null reference exceptions) don't work properly on webgl, and I had to fix that. Pretty annoying process but at least it’s all done now.


After that, it was back to work on the PvZ Heroes game (which I really need to rename to the robot fighting game). Firstly I grew dissatisfied with the math in the game. Mainly that, the cards grew too strong too quickly. I ended up deciding that 1 coin is equal to 1 power or 1 health (it used to be equal to 2 power or 2 health), and to make that up, a card is worth 3 coins. That means the difference between a card that costs $2 and $3 is reduced. Except that now this means the cards at higher costs felt too weak. I didn’t have a solution here, except to artificially make the more expensive cards stronger. This means the difference between a $3 and a $4 is larger, and that seems ok, since that’s later in the game. 


Now onto other topics. Last month, the author of Coffin of Andy and Leyley did a Q&A and one of the questions was advice for game developers. They wrote this (definitely sarcastic) response:


“Write your own engine. Sell your house and quit your job to make your first game ever (as long as it’s an MMORPG). Start a video blog about your game to make sure you don’t have time to actually develop it. Worship social media, spend all day absorbing negativity, and sacrifice everything to cater to the whims of strangers. Read marketing advice written by people who’ve never shipped a game. Switch engines midway through development! On top of that, repeatedly remake already finished content, and remember to keep starting side projects. Finally and most importantly: Make sure to neglect your physical and mental health until you burn out, because that’s when you can finally put your game on an infinite hiatus! If, despite your best efforts you end up finishing a game, make sure you don’t test the build before releasing it.”


While I agree with (the opposites of) this advice, there is one that I’ve definitely failed at, which is not starting side projects. Like in the middle of the PvZ Heroes game, I did that update for Randomly Generated RPG. Fortunately I’ve learned from this mistake and will not do another side project in the middle of working on this game again. Just kidding, I’ve started another one.


There had been an idea I had in my ideas file for a while. The base concept is Temporum, where you advance crowns through different times and gain powers from ruling them, but the goal is to get all your crowns to the end. I had an idea that would build on top of it: some cards will add bonus crowns to any time. The only thing bonus crowns do is help in ruling times; they don’t count for anything else (e.g. ending the game). I’ve wanted to turn this idea into my own game (where the crowns are instead soldiers in an army advancing, and you add scouts into areas to help you control areas).


But the problem with all card games I make now is, I don’t want them to be: each turn, choose one of 4 things to do; and I don’t want you to have to pay a cost to play cards for abilities and points; and I don’t want them to be non-simultaneous. Temporum doesn’t have the 2nd problem but does have the 1st and 3rd. Solving those was tricky but I think I have a solution. The game will only check who controls each area at the very start of a round; if you control an area but move soldiers away from it, it doesn't matter, you still control the area until the next round. As for simultaneous turns, you get +1 card and +1 play each turn, you play cards all at the same time, and you can save +plays for future turns. I have more planned concepts for this game, but I’ve decided that I’m not going to start programming this side project until my actual main project is done, so I’m going to stop here. 


But I can talk more about why I want games with simultaneous turns. I prefer them over consecutive turn games because they are much faster when played. (A consecutive turn game is when one player takes their turn, then the next player takes their turn, and so on.) The problem with consecutive turn games is, if a game takes 30 minutes, you’re only playing for half of that time; the other half is waiting for the other player while you do nothing. It’s not great when you’re alternating between thinking “everyone is waiting on me to just hurry up” and “I wish they would play faster.” For a simultaneous game, there’s much less waiting, because everyone starts their turn at the same time. I even made a spreadsheet for this (https://docs.google.com/spreadsheets/d/14fxYh4zNsu7Hdi-dZZP6ry6U5CW-tDXh7djadh9UveA/edit?usp=sharing). If you mess around with the numbers you’ll see that simultaneous turns saves much more time. This is especially true if you have more than 2 players, or if one of the players is much slower than the others.


Now the question is, can any games I’ve made (that I still somewhat care about) be converted to simultaneous? The list is Antiquitus, Mutating Forest, Vestigal, and the current PvZ Heroes game. The main problem is collision; what if 2 players want to do something to the same thing at once? Vestigal could have a workaround; if 2 players move a pawn onto the same spot, they both die. That doesn’t seem so bad, except that Vestigal is an old game that I don’t really feel the need to update.


Other games are more of a struggle though. Like in Antiquitus, what if 2 players try to take the same tile? It really doesn't want to be “neither player gets the tile,” as that kills your entire turn (while the other players who were smart enough to take a different tile get ahead). PvZ Heroes has the issue in: what if 2 players want to move the same troop to different rows, or play environments onto the same row? I could fix the first problem by not having ways to move troops, but I like being able to move troops. And I can’t solve the environment issue with the Vestigal fix, because environments have different costs. I don’t think there are viable solutions here that don’t involve redesigning the entire game, which means I’ll just have to live with this game having consecutive turns.

The plan was to give a quick update to Randomly Generated RPG, probably only take a week or so. Oops that didn’t work out. Most of the week was spent changing and killing a lot of abilities (both for players and enemies), and I made zero progress on the PvZ Heroes game. It feels a lot like my last semester of college, where working on this game just took over my life. One week later, while I’ve made a lot of progress, there’s still work to be done. The current goal is to get the update out before the end of the month.


Along the way, I made some changes to the gameplay. First, I got rid of accuracy. Buffing and nerfing accuracy didn’t seem that interesting. It didn’t sound fun for your attacks to miss. Another bad part is that accuracy means absolutely nothing on Angel. All of this made me just want to get rid of it altogether.


I also wasn’t so satisfied with the luck stat. The luck stat was your chance of getting critical hits, and you increased/decreased your percentage of that happening by like 10% or so. I ended up overhauling it. Basically: if you have 0 luck, you can’t do critical hits at all; at 1 luck you have a 20% chance; at 2 luck you have a 40% chance. If you do get a critical hit, you get +3 to your damage/healing. However, if you have negative luck, you instead have a chance of getting -3 to your damage/healing. This was a much more noticeable effect, and losing luck is actually bad now. 


As a counterpart to Locked (the new status effect that prevents your position/emotion from changing), I buffed Protected. In addition to blocking all damage, it also blocks all negative stat modifiers (power, defense, speed, luck). Speaking of speed, I'm committing to not doing my overhaul from last week. It still seemed too complicated and better for a different game.


The reason making abilities has taken so long is because I got stricter with the ability pie. Player abilities are allowed and not allowed to do certain things. I decided that, if both Knight and Angel can do a certain ability, it goes to Knight (and same thing for Wizard). That means Angel can only do things that neither Knight or Wizard can do (such as healing, or changing emotions and positions at the same time). Even though this new design restriction is not going to be noticeable for anyone playing the game, it’s still something I want to do.


As for the enemies, I also got stricter there. Their abilities must correspond to their core concept (explained in their bio), they can’t just have random abilities. One trap I've fallen into a lot is that I can easily have 3 abilities that fit their bio…but then what’s the 4th ability going to do? I've decided enemies must have 4 abilities (except that a handful of 1-star enemies are allowed to have 2), and trying to figure out the 4th ability has been difficult. I'm only down to 2 more to do though.


A few enemy concepts have evolved. For example, Archer makes players angry so that it can be happy and get an emotional advantage on them, and Wolf no longer jumps up and down, it now makes 1-star enemies stronger. But the one enemy I’ve struggled the most on is Astronaut. I’ve grown dissatisfied with their concept of “make players elevated and happy, then this becomes sad,” and it feels redundant (especially because Bat has now become the enemy that becomes sad and attacks happy players). Which means it’s likely that I’ll just replace that one completely, although what the replacement will do I’m not sure.


Finally I changed some cheats and challenges. Firstly, I didn’t like having both Stronger Players and Stronger Enemies. I turned Stronger Players into Weaker Enemies, which means they start with 2 less health. Stronger Enemies is now More Enemies, which means waves 1-4 have an extra 1-star enemy. I also considered having a 1-star enemy be a 2-star enemy instead, but having another 1-star enemy sounded more fun.


The Faster Player Cooldowns cheat was too good with the player abilities that granted extra turns, or stunned enemies. Now it’s Slower Enemy Cooldowns, which means when enemies use an ability, it gets another turn of cooldown (like permanent happy). Since luck is now different, I got rid of No Enemy Luck and turned it into something else: Knight can attack elevated enemies. Finally I turned Enemies Stunned into Extra Enemy Turns, which means when a new enemy is created, they automatically get an extra turn. I actually don’t remember what caused me to changed this, but I like it better.

Quite the lengthy change log huh? Especially for a game I mostly considered to be done many months ago.

Yesterday, Donald X. announced some new changes to the rules for Dominion’s duration cards. The main thing is, if they are no longer in play, their effects on future turns no longer happen. This was all argued about in private during January because an expansion was getting reprinted. A bunch of ideas were considered and everyone was happiest with this one. One funny thing is that I originally suggested some wording changes, and Donald X. at first they didn't want them and wanted to preserve the original wordings. But after a few days, when I had lost all hope, they went for my changes anyway.


Since I’ve cut down my usage of social media, I have no idea what other people are thinking about the new changes. If I had to guess, there are a bunch of people complaining about oddly specific combos being removed, which I’m happy not reading. I’ve already spent years doing that, it’s just repetitive at this point.


Originally for the PvZ Heroes game, I had one deck controlled by the host player, and whenever another player needed to draw cards, they’d ask the host client to get the cards, and then those cards would get sent over the server, This logic was to mimic real life, where there would only be one deck. But this game in particular is strictly a computer game, with no intention to be played as a board game, which means I don’t have to do any of this. Instead I can just have both players generate a deck for themselves that they draw from, and this makes things much easier (especially with undos).


Midway through the week I was thinking about Plants vs Zombies, and that there are actually 2 game modes that I could make my own version of. I always had fond memories of the Survival Endless mode, especially when you force yourself to play with very weird strategies. Really the main issues I have are that many of the plants and zombies are meaningless in that mode in particular, and also it starts off really slow. Another mode I liked a lot was I, Zombie Endless. It was fun as an endless puzzle game, but some issues there are that it’s also slow, and as the game gets harder you just don’t have enough sun. It’s not great to keep restarting until you get lucky enough that you’ll have enough sun. If I do go for either of these games, I’m not sure if it will be a tower defense game, but probably yes.


I was also thinking about Randomly Generated RPG again and I realized I have a new idea. The idea is that emotions can have a 2nd stage (like in Omori), where the 2nd stage just means the emotion can’t be changed by anything else. When it’s your turn again, the 2nd stage emotion downgrades and now it can be changed again. The idea is to make emotions slightly more permanent than before. Then I realized, this can just be a status effect that lasts a certain amount of time, and it can also prevent the character’s position (grounded/airborne) from changing as well. Which means now I want to update the game to add this status effect (called Locked) to some abilities, which should take about a week.


Another thing I was thinking about is that the speed stat is the least useful. Buffing/nerfing speed is not as noticeable of an advantage compared to power or defense. I figured out an overhaul to the system that would make the speed stat matter a lot more. Each character has a number, and each turn that number would be increased by their speed. Once that number exceeds 10, the character loses 10 of that number, and they can use an ability. Since characters will increase that number by different amounts each time, that means faster characters will take turns more often than slower characters.


This idea sounds great to me, except for a few problems. First, this is fairly complex and I don’t know if I want to change the tutorial to fit this information in. Second, it’s a pretty big change to an already existing game that I’m still happy with. Third, it sounds like something that would be better as the central mechanic of a game instead of a background system. All this means, I’m not going to go for it in this game.


Also it’s Valentine’s day. I don’t have any interest in this day; if you know you know.

Thomas Tang (DZ)

tt2195@nyu.edu

+1 (646) 236-5503

Redmond, WA

©2025 by Thomas Tang

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