Release Roadmap: Difference between revisions

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This page contains a rough roadmap of future features for Thrive.
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/8


== Roadmap ==
== Roadmap ==


0.5.0 will be the version which switches over to Godot.
=== Skipped Roadmap Items ===
 
These items have been determined to be important enough to keep on the roadmap, but not as absolute blockers for us advancing to further stages of the roadmap. These are listed here with the hope that someone volunteers to work on them.
 
* <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/1659 Split ToolTipManager.tscn to multiple files]
* 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/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]
 
=== 1.x Releases ===
 
Microbe stage is completed, focus moves to multicellular.
 
==== 1.0.x ====
* We should have multicellular no longer marked as a prototype ASAP once some initial polish is applied
 
==== 1.1.x ====
* [https://forum.revolutionarygamesstudio.com/t/beginning-concepts-on-the-multicellular-stage/1171/13 Change multicellular starting point to a blob of unspecialized cells]
* Increase background ammonia and phosphate based on number of cells so that reproduction doesn't take forever
* Improve algorithm for positioning cells so they aren't floating so far apart (maybe stretch membranes to make shapes line up better?)
 
=== 1.x ===
* Auto-evo for multicellular organisms
** Make auto-evo not skip multicellular
** Mutation strategies for multicellular
** New selection pressures for multicellular?
* AI for multicellular organisms
* intra-cellular matrix  (graphics programmer needed)
* [https://forum.revolutionarygamesstudio.com/t/beginning-concepts-on-the-multicellular-stage/1171/8 Bonuses for cell specialization]
 
=== 2.x Releases ===
 
Multicellular stage is "finished" focus moves to macroscopic.
 
* Skin textures for 3D early organisms
* Ground/terrain
 
=== 3.x Releases ===
 
Macroscopic stage is "finished" focus moves to aware stage.


== Feature Backlog ==
== Feature Backlog ==


This is a rough list of features that are planned or have been discussed in the past and haven't been rejected.
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 ===
=== Main Features ===
These features are considered but still may not be implemented
These features are considered but still may not be implemented. They are divided into three categories of increasing relevance.
* Behavior Editor
 
* Endosymbiosis
==== High Priority ====
* Enviromental Diffusion
These features are in demand for implementation when possible.
* Enviromental Events
* Nothing currently
* Game Options
 
* Organelle Upgrades
==== Planned ====
* Radiotrophs
These features are intended to be in the game eventually.
* Upgraded/Remodeled Patch Map
* [https://forum.revolutionarygamesstudio.com/t/multiplayer/962 Multiplayer]
* Game saving
* [https://forum.revolutionarygamesstudio.com/t/size-osmoregulation/1043 Non-linear size / osmoregulation cost for cells (and matching gameplay with auto-evo energy cost)]
* Compound Toxicity
 
* Planet Generation and Customization
==== Accessory ====
* Achievements
These features are deemed unessential to the game, but desirable.
* Unlockable Organelles
* Nothing currently
* Gene Transfer
* Slot System for Enzymes and Proteins
* Biolumenesence
* Adjustable Camera in Editor
* Allow player to play any species occupied patch upon death/reproduction
* Cell Healing Rework
* Player Population Change Rebalance
* Limit to number of cells engulfed at once
* Patch addition or rebalance
* Make newly placed organelles fully refundable before entering play mode
* Rename predatory pili to a more neutral term
* Add audio or visual cues to indicate invalid actions (Such as attempting to place parts with insufficient MP)
* Redesign toxin projectile to be more deadly looking
* Check and correct for spelling errors in game text (For instance, Bathypalagic in the patch map should be Bathypelagic)
* Rename Oxytoxy NT to reflect real world toxin


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


* Remove Oxytoxy from prokaryotes
* Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
* Allow prokaryotes to possess vacuoles
* Gene Transfer
* Thermoplasts
* Endosymbiosis (full)
* Damage delay or knockback for offensive pili
* Patch addition or rebalance
* In-game Tutorials
* Mobility altering gas vacuoles
* Cilia and Stuff
* Reworking the spawn system to using an encounter / sector model ([https://github.com/Revolutionary-Games/Thrive/pull/2913 old pull request])
* Templates and Exportation
* [https://forum.revolutionarygamesstudio.com/t/surface-area-volume-and-ratios/978 Organelle adjacency bonus / bonus from being at the cell edge]
* Agents Customization

Latest revision as of 09:08, 18 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

Skipped Roadmap Items

These items have been determined to be important enough to keep on the roadmap, but not as absolute blockers for us advancing to further stages of the roadmap. These are listed here with the hope that someone volunteers to work on them.

1.x Releases

Microbe stage is completed, focus moves to multicellular.

1.0.x

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

1.1.x

1.x

  • Auto-evo for multicellular organisms
    • Make auto-evo not skip multicellular
    • Mutation strategies for multicellular
    • New selection pressures for multicellular?
  • AI for multicellular organisms
  • intra-cellular matrix (graphics programmer needed)
  • Bonuses for cell specialization

2.x Releases

Multicellular stage is "finished" focus moves to macroscopic.

  • Skin textures for 3D early organisms
  • Ground/terrain

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