Goal checklist from 1 to 100 : Please help

Having just started, I find the game pretty obscure so I like having goals to work towards to help me get closer to sending a rocket. I Usually get stuck somewhere after closing off the base, so I'd like help on what to do afterwards. Here's my current todo list (AI assisted):

Phase 1: Survival Basics

  • Simple bathroom: Outhouses and Washbasins

  • Cots to sleep: Get dupes off the floor.

  • Basic research station: Start churning through early tech.

  • Advanced energy: Jumbo battery and Coal Generators. Coal ideally is used to pocket food in Co2

Phase 2: Morale, Power, and Plumbing

  • Medium bathroom plumbing loop: Build Lavatories and Sinks routed through a Water Sieve. Crucial: Use a Liquid Bridge overflow to send the excess polluted water to Thimble Reeds for free fiber, ensuring you never drain your fresh water reserve.

  • Great Hall: eating area with a Water Cooler (deactivated) and plant for a Morale boost.

  • Smart power automation: Connect a Smart Battery to your Coal Generators with automation wire so you don't burn coal unnecessarily.

  • Oxygen generation

  • (optional) Air purification if needed

Phase 3: Early Industry & Ranching

  • Dig the water reserve: Consolidate your starting fresh water into a single, accessible pool. Grab other pockets of water whenever convenient

  • Local heat isolation: Box in your heating parts (coal generators, batteries) with Insulated Tiles. Shield your Mealwood farm and fresh water reserve from ambient heat.

  • Metal Refinery: Build this inside your heat-isolated box to start producing refined metals safely.

  • Electricity isolation: Medium wire to Refinery then 1k wattage to rest of the base

  • Hatch Stables: Start ranching standard Hatches, feeding them sedimentary rock to breed Stony Hatches (for renewable coal and meat).

  • Drecko Stables: Start ranching Dreckos in a hydrogen/oxygen mix, feeding them mealwood to breed Glossy Dreckos (for early plastic and reed fiber).

  • Slime biome mining for reed and gold

Phase 4: Expansion & Mid-Game Stability <- Where I get stuck

  • Insulating the whole base: With your core established, build a massive perimeter of Insulated Tiles (Igneous Rock) around your entire living and farming quarters to permanently lock out the surrounding biome heat.

  • Running Cooling System: Build a Thermo Aquatuner and Steam Turbine loop.

  • Atmo Suit Checkpoints: Build at your main exits using the reed fiber from your Dreckos/bathroom overflow.

  • SPOM (Self-Powered Oxygen Machine): Build a closed Electrolyzer + Hydrogen Generator system to produce permanent oxygen and passive power, ditching algae forever.

Phase 5: Heavy Industry & Late-Game Tech

  • Steel & Petroleum transition: Build Kilns for refined carbon/lime to forge Steel, and set up an Oil Refinery.

  • Oil Biome / Magma Layer: Use Diamond Drills and Steel Atmo Suits to breach the bottom of the map for infinite crude oil and geothermal power.

  • Rocket?

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u/pyrovoice — 4 days ago

How to reconcile roguelike deck builder with longer fights, meaning less in-between fights events

Currently working on a PvE card game that's basically trying to replicate the feeling of yugioh and Magic but against a computer, using roguelike mechanics inspired by the big ones.

One thing I like about those card games, especially magic, is the feeling of building a board and creating card interactions. And those shines during longer game, where you can develop, create advantage or respond to a threat, over several turns.

It means in practice that a single encounter will probably last 5-10 minutes, as opposed to a minute or two in a Slay the Spire run. It's not an issue per se, but it does mean that I cannot have the 15 encounters per run that StS has, meaning less opportunities for rewards. In practice, I think 5 encounters would already be pushing it.

So here's the problem: How to have meaningful, incremental improvement of your tools in fewer opportunities, that does not also create too much of a swing? Several options I thought off:

  • Have improvement DURING the game. Some kind of random market the player could buy from at any point, which could also serve as an accessible sideboard to respond to specific situations

  • Keep the longer fights for bosses, and have regular encounters be much faster, serving as a different kind of skill check for the deck (aka the immediate impact vs infinite growth challenge)

  • More rewards per encounter. Which could also mean opening a deckbuilding aspect, for example if the player gets 3 boosters to open between each fight.

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u/pyrovoice — 1 month ago

Anina, fun but not competitive?

Having built an Anina deck, I'm having a hard getting wins even against usual decklists. She has several issues:

  • 3 mana commander that the deck needs means I fall far behind if she's removed even once

  • X spells are just not that good. Arena is lacking some of the good ones, but I need to play a critical mass to ensure seeing one per game, which mean playing a lot of underwhelming stuff.

  • X support also is lacking in arena, with the few existing either fighting for the same spot ([[Zimone, Infinite Analyst ]], [[Troyan, Gutsy Explorer ]]) or just not being that good ([[Geometer's Arthropod]], [[Scalar Scholar]])

So I built a decklist that aims to be more of a ramp control list with Anina as a strong early options with some support, but it feels slow and clunky and it feels I'd better just play a generic Simic general and play better cards

What's your list? A lot I see online just play all the X spells with no coherence or competitiveness, did you build something that really works?

u/pyrovoice — 2 months ago
▲ 10 r/godot

Would the community be interested in a Card game starter project?

I'm currently working on a card game using a lot of game concepts from games you can find in magic, yugioh and hearthstone. I realize a lot of the boilerplate work needs to be done for pretty much every card game, and thus I'd be interested to make it publicly available as a community project, that would allow anyone to improve it and to use it as a base to start their own project. I LOVE card games and the more there are, the better.

Features included (from the top of my head, not exhaustive):

  • Card script and card loader to load cards based on a text file to a game object that can be used by the system, and then register any change done in a game.

  • rule engine, this part is HUGE but it would cover the stack, state based effect, game events and ability triggers, combat & damage, card payment, choices...

  • An effect system allowing a wide variety of game effects that can be then manipulated and changed however is needed. This is important for things that modify the effect from outside of the card itself, such as "Prevent all combat damage that would be dealt to me" or "Fire spells deal +1 damage" for example. This is done through an effect resolver and static effect system (basically anything entering a zone check if their triggers or replacement apply from where they are and if yes, they listen to the proper system to then change whatever happens on it as needed)

  • Game view scene that intercept players interaction and is used to represent the view. This include the card object, any UI element, "physical" elements such as the deck or graveyard, dynamic highlight system, animations...

  • A test suite running real game scenario in its environment

  • A deckbuilding screen with enforced rules (such as max 4 of a card) TODO

  • A card builder (TODO) that would basically build a card from UI and then write the script for you. I'm not sure exactly how that would work given the complexity, but it would be a nice feature.

  • The documentation that goes with it. TODO

Disclaimers:

  • While I'm a developer, this is a solo project done by someone at medium level so a lot could be improved. Lucky for me, some project out there are already open and can be used as inspiration (Thanks Forge).

  • The project is far from being in a good enough state at the moment, so I would improve on it as time goes on but animations would suck until I have time to go over them.

  • I'm not sure which license would best fit, but it would basically be "you can use this as your base and do whatever you want with it, but you need to include a reference to the project in your game"

  • I code using AI. I review everything is does and basically use it as code quality, low brain process so I can focus on the architecture.

  • Finally, this project is for card game closer to the OGs rather than Slay the Spire inspired "all cards are actions" games. I do not judge one over the other, it's personal preference, but I think those two systems are different enough that a base for one would need a lot of work to fit the other.

Here are some examples to give you an idea of what it can already do, as well as the rule engine:

Please let me know what you think. I've done a lot of work on this project already, and I would have loved to have a ready to use solution. If others can bring their own ideas further, that would be awesome.

u/pyrovoice — 2 months ago

Choosing to ban Alchemy card instead of nerfing them seems very weird

With the latest ranked Brawl announcement and the associated banlist, one of the banned card is Rusko, Clockmaker. Question: if Wotc recognises he's a negative for the game, why not nerf him? He's clearly pushed, I'm a Rusko player and there are several ways to nerf him to make him less oppressive that would allow him to be played in all formats. He's also an Alchemy, Arena only card so no downside at all.

Wotc, please don't ban alchemy cards, just nerf them. You have all the tools.

also adjacent, but leaving him up in casual while banning in ranked makes no sense to me.

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u/pyrovoice — 3 months ago