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Updates to Past Games (Nov 21 2025)

  • Writer: Thomas Tang
    Thomas Tang
  • Nov 21
  • 4 min read

Progress on the current battling game is going well. I’m now at 28 cards, and should be content complete next week. I also added a card gallery to let you check out all the cards. One downside is that since I don’t have a desktop, that makes it much harder to test any online things. I used to have my laptop and desktop both have Unity open, and then they can both connect to a room and I can try stuff out. But I can’t really do any of that stress testing for the moment, which may mean I have to delay the game in order to give me time to do that.


This week I also went back and updated a few other games. I think when it comes to my older games, the only ones I want to keep somewhat up to date are my best ones, which are Randomly Generated RPG, All Shapes and Sizes, and Relentless Waves. I think the code for all those games are also pretty bad by my standards today, but rewriting those games from scratch would be a poor use of time (especially since I’m not actively updating them anymore). 


For Randomly Generated RPG, there wasn’t much to do, other than fixing some (fairly bad) bugs, and improving some code that manages translations and spreadsheets. But I also decided to change how abilities for players are randomly selected. Previously it was just completely random, but I decided it would be more fair if there was something that reduced the chance that you get instantly stuck. Now the Knight will always have at least 3 attacking abilities, at least 2 ways to change emotions, and at least one way to change stats. And something similar for Angel and Wizard. 


For All Shapes and Sizes I also fixed a couple bugs, but I also made it work with any translations. Adding translations to a game after it’s done is usually super annoying and I don’t want to do it for any other game with lots of text (Randomly Generated RPG got a pass since it’s such an important game), but All Shapes and Sizes had less than 40 lines to translate, so I went for it.


Relentless Waves got a slightly larger update. Several months ago, when I was toying around with Relentless Waves, I considered adding a lightbulb enemy, where when you destroyed it the screen would turn black and you couldn’t see any bullets. At the time, I couldn’t figure out how to make that work. I thought I would have to manually change every bullet and enemy’s opacity every single second when they’re not immediately around you, which I didn’t want to do. But nowadays I know Unity better and I figured out an easy way to do it. I created a sprite that’s a giant black square with a transparent circle in the middle. In the game, I put the player in the middle of that circle, and I set that sprite to have a higher sprite priority than everything else in the game. Now the sprite covers up everything on screen, except for anything in the circle since it’s transparent. It worked out, except I changed the lightbulb to blacken the screen every time it’s hit instead of just once when it dies, to make it more annoying. 


I also decided to add an endless mode to the game. It’s always a wave of 6 enemies, and you keep playing it until you lose. One thing I’ve gotten less fond of about the game’s main gameplay mode is that it gets harder over time, but not meaningfully. Randomly Generated RPG adds more enemies every wave, but the enemies have different tiers, and you can make your players stronger. In Relentless Waves, the enemies are all the same tier, and you can’t make yourself stronger. This makes the earlier waves feel less important, like you could remove them and not feel like there’s any difference in gameplay. The endless mode makes all waves the same, which I think makes more sense for this kind of game. 


I also wrote a quick script to count the number of lines used in a project, and here’s some data:


All Shapes and Sizes: 886 lines of code, 17 scripts, 38 lines to translate

Relentless Waves: 914 lines of code, 28 scripts, 39 lines to translate

Randomly Generated RPG: 2912 lines of code, 32 scripts, 736 lines to translate

My current game: 2929 lines of code, 63 scripts, 167 lines to translate (all of which will increase over the next week)


The first 2 games are pretty small and simple. Randomly Generated RPG was my largest game, but a lot of the character abilities could be handled by spreadsheet instructions, which reduced the code and script count by a lot. All the cards in the current game are manually programmed, and it also needs to work online, which is why there’s a lot more code needed there. But I do think my current game’s code is the best out of all the games so far, and is also the most reusable for any future games that want it.

 
 
 

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Thomas Tang (DZ)

tt2195@nyu.edu

+1 (646) 236-5503

Redmond, WA

©2025 by Thomas Tang

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