Release Roadmap: Difference between revisions

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(split issues into normal and hard, and moved wiki updating to the end)
(→‎0.8.x (world and auto-evo updates): storage localization done)
 
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==== 0.7.x (the graph updates) ====
==== 0.7.x (the graph updates) ====
* [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)
* [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)
* [https://github.com/Revolutionary-Games/Thrive/issues/1622 Add a way for the player to control organelle split order] (maybe could be skipped as there's not been that much feedback lately about this being a major pain point)
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2980 Implement someplace that shows the used energy sources per species] (probably can just add the miche tree to the editor)</s> miche tree added to editor
* [https://github.com/Revolutionary-Games/Thrive/issues/2980 Implement someplace that shows the used energy sources per species] (probably can just add the miche tree to the editor)
* [https://github.com/Revolutionary-Games/Thrive/issues/2767 Add best organelle suggestion shown in the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/2767 Add best organelle suggestion shown in the editor]


Difficult / help wanted:
Difficult / help wanted:
* [https://github.com/Revolutionary-Games/Thrive/pull/2753 Compound production], photosynthesis implemented, other compounds not generated yet. Also diffusion of compounds between patches may need some math changes.
* [https://github.com/Revolutionary-Games/Thrive/pull/2753 Compound production], photosynthesis implemented, other compounds not generated yet. Also diffusion of compounds between patches may need some math changes.
* [https://github.com/Revolutionary-Games/Thrive/issues/3086 Timeline should not claim the player is extinct if rescued by external effects]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3086 Timeline should not claim the player is extinct if rescued by external effects]</s> (done, but needs a bit more testing)
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2771 Make extinct in patch auto-evo result say split off]</s> (maybe no longer can happen with new auto-evo)
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2771 Make extinct in patch auto-evo result say split off]</s> (maybe no longer can happen with new auto-evo)
* [https://github.com/Revolutionary-Games/Thrive/issues/2958 Make auto-evo not claim a species is extinct if external effects rescue it]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2958 Make auto-evo not claim a species is extinct if external effects rescue it]</s> (done, but needs a bit more testing)


==== 0.8.x (world and auto-evo updates) ====
==== 0.8.x (world and auto-evo updates) ====
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* Environmental events
* 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/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]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2306 Make organelle storage amounts in tooltips use localization]</s>
* Improved microbe backgrounds (might just need some blur for the distortion effect)
* Improved microbe backgrounds (might just need some blur for the distortion effect)
* [https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might be done with the day/night system)
* [https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might be done with the day/night system)

Latest revision as of 14:12, 20 November 2024


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/2

Roadmap

0.x Releases

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

0.7.x (the graph updates)

Difficult / help wanted:

0.8.x (world and auto-evo updates)

Difficult / 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 at least the early multicellular no longer marked as a prototype by this time

2.x Releases

Multicellular stage is "finished" focus moves to aware.

3.x Releases

Aware stage is "finished" focus moves to awakening 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

  • Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
  • Gene Transfer
  • Endosymbiosis (full)
  • Patch addition or rebalance
  • Mobility altering gas vacuoles
  • Official Mac support. Once there's enough demand (potentially we should do code signed builds)
  • Reworking the spawn system to using an encounter / sector model (old pull request)
  • Organelle adjacency bonus / bonus from being at the cell edge