Release Roadmap: Difference between revisions

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==== 0.8.x (world and auto-evo updates) ====
==== 0.8.x (world and auto-evo updates) ====
* <s>Environmental events (need more events beside vent eruptions).</s> maybe we want one more event to round things out... [https://forum.revolutionarygamesstudio.com/t/patch-dynamic-environment/1108/20 ideas for events]
help wanted:
 
* <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
Difficult / help wanted:
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3556 Patches that link regions together should be more obvious]</s> done but could [https://github.com/Revolutionary-Games/Thrive/issues/5822 fix some corner cases]
* <s>More compound dynamism should be added</s> Maybe? If there are easy ideas. <s>Hydrogen sulfide should be made to diffuse between patches</s> and balanced (probably needs balancing).
* (Basic customization done) [https://forum.revolutionarygamesstudio.com/t/the-planet-editor/1075 Planet Customization]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3563 Change patch map generator to not need to abandon regions]</s> can be kind of considered done with bigger map bounds (but the underlying algorithm has not been changed)
* <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 and more chunk types
* <s>Improve water currents functionality and visibility (only if we can get a graphics programmer)</s> have been fully implemented, might need turning down compound cloud drift speed due to graphical artifacts
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3034 Add some benefit in auto-evo calculation from chemoreceptor]</s>
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3040 Make some auto-evo calculations be affected by organelle upgrades]</s>


==== 0.9.x (finishing things off updates) ====
==== 0.9.x (finishing things off updates) ====
* <s>[https://github.com/Revolutionary-Games/Thrive/pull/6073 basic bioluminescence implemented]</s> but potentially more [https://forum.revolutionarygamesstudio.com/t/bioluminescence/1146 gameplay effects] could be added
* <s>[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])</s>
* <s>Reworking the spawn system</s> (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]
* <s>Expanded tutorials for the microbe stage</s> (hand holding mode is very unlikely to be made). Add tutorials like <s>[https://github.com/Revolutionary-Games/Thrive/issues/2979 Add a tutorial about loading a save if the player dies too much]</s>
* [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/1602 Make a nice cell division animation]
* <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/672 Reimplement the context dependent hints system]
* <s>[https://forum.revolutionarygamesstudio.com/t/low-performance-preset/1198 Add simple graphics presets]</s>
* <s>[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> clouds have had a looks uplift in 0.7.0
* <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
* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton.
* <s>Find cause of occasional lag spikes after playing in a single area for a while (seems to still happen after organelle duplication efficiency changes)</s> likely was caused by the disk cache of image saving, which is now fixed
* [https://github.com/Revolutionary-Games/Thrive/issues/4344 Add an automatic suggestion to run a benchmark before starting the game for the first time]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]</s>
* Polishing up any obvious rough edges in the new player experience to have a really solid base for the game to expand


Difficult / help wanted:
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).
* 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).
* [https://github.com/Revolutionary-Games/Thrive/issues/2307 Add a separate sound effect for binding mode]
* <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/3561 Review how game difficulty settings death penalty works in terms of the coefficient and constants] this is probably unnecessary as no one really has commented about this, other aspects of the game need more balancing work
* [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/3426 Create a different cutscene for when starting in the warm pond] and probably for panspermia
* [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]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2586 Improve the process panel display]</s> kind of seems like this is maybe unnecessary as it has been years since last confusion feedback related to the panel
* <s>"Final" microbe game balancing</s> balancing is probably good enough / we shouldn't make major changes just before 1.0
* "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 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 ===
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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