Release Roadmap: Difference between revisions

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This page contains a rough roadmap of '''future''' features for Thrive. For already complete features and done releases you can read the releases page on our [https://github.com/Revolutionary-Games/Thrive/releases Github],
This page contains a rough roadmap of '''future''' features for Thrive. For already complete features and done releases you can read the releases page on our [https://github.com/Revolutionary-Games/Thrive/releases Github],


We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/2
We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/8


== Roadmap ==
== Roadmap ==
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These are releases towards more fleshed out microbe stage. This roadmap was discussed [https://forum.revolutionarygamesstudio.com/t/finishing-the-microbe-stage-roadmap/905 here].
These are releases towards more fleshed out microbe stage. This roadmap was discussed [https://forum.revolutionarygamesstudio.com/t/finishing-the-microbe-stage-roadmap/905 here].
==== 0.6.x (the combat and part upgrades updates) ====
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3548 Ingested Matter amount can be NaN] (likely no longer the case, needs review)</s>
* <s>[https://forum.revolutionarygamesstudio.com/t/agents-discussion/472 Toxin system customization and rework]</s> (maybe needs more customization, or at least [https://github.com/Revolutionary-Games/Thrive/issues/5192 toxicity])
* <s>Implement new damage effects to better convey cell is being harmed</s> (maybe done with the red screen flash, unless someone has a better idea)
* <s>[https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)]</s>
* <s>Potential knockback for offensive pili (this item can probably be removed with the cooldown being added now)</s>
* <s>[https://forum.revolutionarygamesstudio.com/t/organism-stamina-mechanics/757 Implement Stamina system and speed boosting]</s>
* [https://github.com/Revolutionary-Games/Thrive/issues/1339 Make cell chunks emit more compounds] (related to combat and scavenging balancing, maybe kind of done)
* General combat balancing
* Feature to allow swapping to a related species on extinction (selectable only in easy mode)
==== 0.7.x (the graph updates) ====
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Expand the Thriveopedia to provide in-depth gameplay information] (partially done, our wiki now needs more content to include in there)
* <s>Present option for migrating player species without the player moving themselves</s> [https://github.com/Revolutionary-Games/Thrive/pull/5261 initial implementation]
* <s>Rework player starting compounds to allow for more flexibility (we probably should show this in the editor and let the player pick as long as the total amount is below some threshold).</s> This is maybe done as now initial compounds is based on compound usage for about 30 seconds of the spawned cell.
* [https://github.com/Revolutionary-Games/Thrive/issues/192 Make organelles able to turn off] with [https://github.com/Revolutionary-Games/Thrive/issues/1991 Add button in the process panel to pause a process]
* [https://github.com/Revolutionary-Games/Thrive/issues/3147 Auto-evo prediction panel and extra info don't react to language change]
* [https://github.com/Revolutionary-Games/Thrive/issues/3135 Timeline history cleaning logic has a bug]
* [https://github.com/Revolutionary-Games/Thrive/issues/3086 Timeline should not claim the player is extinct if rescued by external effects]
* Rework auto-evo report to be much more graphical, also auto-evo prediction. Should solve: [https://github.com/Revolutionary-Games/Thrive/issues/3152 Add some way to view preview images of species in the report tab]
* [https://github.com/Revolutionary-Games/Thrive/issues/3156 Create a cache that is stored on disk for PhotoStudio] (for better reworked auto-evo report performance), and also an in-memory cache: https://github.com/Revolutionary-Games/Thrive/issues/4579
* [https://github.com/Revolutionary-Games/Thrive/issues/1451 Add alternative ATP balance mode based on what source of ATP organelles use]
* [https://github.com/Revolutionary-Games/Thrive/issues/1622 Add a way for the player to control organelle split order]
* [https://github.com/Revolutionary-Games/Thrive/issues/1632 Show the resource organelles use for ATP generation in ATP bar tooltips] and [https://github.com/Revolutionary-Games/Thrive/issues/2068 Add tool in editor to explore ATP / compound balances without all resources].
* [https://github.com/Revolutionary-Games/Thrive/issues/2771 Make extinct in patch auto-evo result say split off]
* [https://github.com/Revolutionary-Games/Thrive/issues/2958 Make auto-evo not claim a species is extinct if external effects rescue it]
* [https://github.com/Revolutionary-Games/Thrive/issues/2980 Implement someplace that shows the used energy sources per species]
* [https://github.com/Revolutionary-Games/Thrive/pull/2753 Compound production] + Implement diffusion of compounds and gasses between patches (dynamic gas compounds is at least a part of this)
* Add hydrogenase
* Food chain editor tab (basically showing what predates on what)
* [https://github.com/Revolutionary-Games/Thrive/issues/1979 Add the full process panel to the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/2767 Add best organelle suggestion shown in the editor]


==== 0.8.x (world and auto-evo updates) ====
==== 0.8.x (world and auto-evo updates) ====
* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
help wanted:
* [https://github.com/Revolutionary-Games/Thrive/issues/1682 Move away from using percentages in the patch conditions]
* <s>[https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]</s> base system done but needs configuration per biome type
* [https://github.com/Revolutionary-Games/Thrive/issues/2448 Marine snow (chunks) spawn density should depend on existing species]
* [https://github.com/Revolutionary-Games/Thrive/issues/3556 Patches that link regions together should be more obvious]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]. Issue: [https://github.com/Revolutionary-Games/Thrive/issues/2357 Add radioactivity as an energy source]
* [https://github.com/Revolutionary-Games/Thrive/issues/3563 Change patch map generator to not need to abandon regions]
* Compound Toxicity and Environmental tolerance
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]
* Environmental events
* [https://github.com/Revolutionary-Games/Thrive/issues/3685 Replace all Godot prints in auto-evo with storing events]
* [https://github.com/Revolutionary-Games/Thrive/issues/2306 Make organelle storage amounts in tooltips use localization]
* Improve water currents functionality and visibility
* Improved microbe backgrounds
* [https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might get done with the day/night system)
* [https://github.com/Revolutionary-Games/Thrive/issues/2869 Make player species members dying or reproducing on screen affect the population]
* [https://github.com/Revolutionary-Games/Thrive/issues/2918 Factor movement into Compound Food Source]
* [https://github.com/Revolutionary-Games/Thrive/issues/2907 Increase player auto-evo strength to 80% once the algorithm feels good]
* [https://github.com/Revolutionary-Games/Thrive/issues/2924 Auto-evo does not change its prediction upon patch change]
* [https://github.com/Revolutionary-Games/Thrive/issues/2925 Auto-evo needs to update prediction upon rigidity and behaviour change]
* [https://github.com/Revolutionary-Games/Thrive/issues/2942 Rework the crude extinction system into something proper]
* [https://github.com/Revolutionary-Games/Thrive/issues/2943 Review chunk food source balancing]
* [https://github.com/Revolutionary-Games/Thrive/issues/2947 Investigate auto-evo generated species that immediately starve to death]
* [https://github.com/Revolutionary-Games/Thrive/issues/3034 Add some benefit in auto-evo calculation from chemoreceptor]
* [https://github.com/Revolutionary-Games/Thrive/issues/3040 Make some auto-evo calculations be affected by organelle upgrades]
* [https://github.com/Revolutionary-Games/Thrive/issues/3358 Make auto-evo take lysosomes (new digestion) into account]


==== 0.9.x (finishing things off updates) ====
==== 0.9.x (finishing things off updates) ====
* Bioluminescence
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]. Issue: https://github.com/Revolutionary-Games/Thrive/issues/2665 ([https://github.com/Revolutionary-Games/Thrive/issues/2766 also for Steam])
* Reworking the spawn system (only if necessary). Related issues: [https://github.com/Revolutionary-Games/Thrive/issues/1551 Add per spawner caps for entities], [https://github.com/Revolutionary-Games/Thrive/issues/1560 Make cloud spawns less random and more time based], [https://github.com/Revolutionary-Games/Thrive/issues/2055 Rework spawn system to be encounter based]. Likely obsolete issue: [https://github.com/Revolutionary-Games/Thrive/issues/2804 Investigate a way to parametrize the bias for spawning in front of player]
* [https://github.com/Revolutionary-Games/Thrive/issues/2307 Add a separate sound effect for binding mode]
* [https://github.com/Revolutionary-Games/Thrive/issues/3561 Review how game difficulty settings death penalty works in terms of the coefficient and constants]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts] ([https://github.com/Revolutionary-Games/Thrive/issues/3496 full implementation], basic is done)
* Expanded tutorials for the microbe stage + hand holding mode selectable as an option that enables even more aggressive tutorials. Add tutorials like [https://github.com/Revolutionary-Games/Thrive/issues/2091 Add a tutorial on death when using multiple ATP production types], [https://github.com/Revolutionary-Games/Thrive/issues/2975 Add a tutorial for taking ATP damage in engulf mode], [https://github.com/Revolutionary-Games/Thrive/issues/2979 Add a tutorial about loading a save if the player dies too much]
* [https://github.com/Revolutionary-Games/Thrive/issues/3426 Create a different cutscene for when starting in the warm pond] and probably for panspermia
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* [https://github.com/Revolutionary-Games/Thrive/issues/1748 Make membrane meshes properly 3D]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]</s> basic animation done
* [https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]
* <s>[https://forum.revolutionarygamesstudio.com/t/low-performance-preset/1198 Add simple graphics presets]</s>
* [https://github.com/Revolutionary-Games/Thrive/issues/672 Reimplement the context dependent hints system]
* <s>Polishing up any obvious rough edges in the new player experience to have a really solid base for the game to expand</s> we aren't aware of any significant problems we could improve on
 
Difficult / help wanted:
* Our wiki now needs more updating to have better Thriveopedia content. If someone wants to join the team just to update the wiki, please apply to the team).
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2307 Add a separate sound effect for binding mode]</s>
* [https://github.com/Revolutionary-Games/Thrive/issues/3426 Create a different cutscene for when starting in the warm pond] <s>and probably for panspermia</s> (latter is done)
* [https://github.com/Revolutionary-Games/Thrive/issues/1864 Make proper short tips for the microbe stage and the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/1864 Make proper short tips for the microbe stage and the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/1701 Make clouds look like they did in 0.3.4] (if can be done with reasonable effort, or at least [https://github.com/Revolutionary-Games/Thrive/issues/3619 visibility should be improved]) Related issue: [https://github.com/Revolutionary-Games/Thrive/issues/2286 Increase perlin noise texture size or get UV scaling math right]
* <s>"Final" microbe game balancing</s> balancing is probably good enough / we shouldn't make major changes just before 1.0
* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton.
* [https://github.com/Revolutionary-Games/Thrive/issues/3273 Fix lag spikes from organelle duplication in very large cells]
* [https://github.com/Revolutionary-Games/Thrive/issues/4344 Add an automatic suggestion to run a benchmark before starting the game for the first time]
* [https://github.com/Revolutionary-Games/Thrive/issues/2586 Improve the process panel display]
* [https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]
* "Final" microbe game balancing


=== 1.x Releases ===
=== 1.x Releases ===
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==== 1.0.0 ====
==== 1.0.0 ====
* Microbe stage is finished
* Microbe stage is finished
* We should have at least the early multicellular no longer marked as a prototype by this time
* We should have multicellular no longer marked as a prototype ASAP once some initial polish is applied


=== 2.x Releases ===
=== 2.x Releases ===


Multicellular stage is "finished" focus moves to aware.
Multicellular stage is "finished" focus moves to macroscopic.


=== 3.x Releases ===
=== 3.x Releases ===


Aware stage is "finished" focus moves to awakening stage.
Macroscopic stage is "finished" focus moves to aware stage.


== Feature Backlog ==
== Feature Backlog ==
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* Patch addition or rebalance
* Patch addition or rebalance
* Mobility altering gas vacuoles
* Mobility altering gas vacuoles
* Official Mac support. Once there's enough [https://forum.revolutionarygamesstudio.com/t/demand-for-official-mac-osx-support/911 demand] (potentially we should do code signed builds)
* Reworking the spawn system to using an encounter / sector model ([https://github.com/Revolutionary-Games/Thrive/pull/2913 old pull request])
* Reworking the spawn system to using an encounter / sector model ([https://github.com/Revolutionary-Games/Thrive/pull/2913 old pull request])
* [https://forum.revolutionarygamesstudio.com/t/surface-area-volume-and-ratios/978 Organelle adjacency bonus / bonus from being at the cell edge]
* [https://forum.revolutionarygamesstudio.com/t/surface-area-volume-and-ratios/978 Organelle adjacency bonus / bonus from being at the cell edge]

Latest revision as of 12:28, 4 December 2025


This page contains a rough roadmap of future features for Thrive. For already complete features and done releases you can read the releases page on our Github,

We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/8

Roadmap

0.x Releases

These are releases towards more fleshed out microbe stage. This roadmap was discussed here.

0.8.x (world and auto-evo updates)

help wanted:

0.9.x (finishing things off updates)

Difficult / help wanted:

1.x Releases

Microbe stage is "finished" focus moves to multicellular.

1.0.0

  • Microbe stage is finished
  • We should have multicellular no longer marked as a prototype ASAP once some initial polish is applied

2.x Releases

Multicellular stage is "finished" focus moves to macroscopic.

3.x Releases

Macroscopic stage is "finished" focus moves to aware stage.

Feature Backlog

This is a rough list of features that are planned, suggested or have been discussed in the past and haven't been rejected. Note that none of the listed features are not guaranteed to be implemented, as this list does not include the official plans of Revolutionary Studios, only potential features.

Once we have many planned features for different stages this list should be split to be by stage.

Main Features

These features are considered but still may not be implemented. They are divided into three categories of increasing relevance.

High Priority

These features are in demand for implementation when possible.

  • Nothing currently

Planned

These features are intended to be in the game eventually.

Accessory

These features are deemed unessential to the game, but desirable.

  • Nothing currently

Debatable Features

These features need debating (or major design work) before being moved to the list of main features for implementing