Release Roadmap: Difference between revisions

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[[Category:Thrive]]
[[Category:Thrive]]


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/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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=== 0.x Releases ===
=== 0.x Releases ===


These are releases towards more fleshed out microbe stage.
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].
 
==== 0.8.x (world and auto-evo updates) ====
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
 
==== 0.9.x (finishing things off updates) ====
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]</s> basic animation done
* <s>[https://forum.revolutionarygamesstudio.com/t/low-performance-preset/1198 Add simple graphics presets]</s>
* <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]
* <s>"Final" microbe game balancing</s> balancing is probably good enough / we shouldn't make major changes just before 1.0


=== 1.x Releases ===
=== 1.x Releases ===


Microbe stage is "finished" focus moves to multicellular.
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 ==
== 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.
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.
 
==== High Priority ====
These features are in demand for implementation when possible.
* Nothing currently
 
==== Planned ====
These features are intended to be in the game eventually.
* [https://forum.revolutionarygamesstudio.com/t/multiplayer/962 Multiplayer]
* [https://forum.revolutionarygamesstudio.com/t/size-osmoregulation/1043 Non-linear size / osmoregulation cost for cells (and matching gameplay with auto-evo energy cost)]


* Introduce DonGororo's Report Menu concept
==== Accessory ====
* Behavior Editor
These features are deemed unessential to the game, but desirable.
* Upgraded/Remodeled Patch Map (procedural generation?)
* Nothing currently
* Planet Generation and Customization
* Achievements
* Thermoplasts
* Radiotrophs
* Organelle Upgrades
* Introduce free movement for camera in editor
* Allow player to play any species occupied patch upon death/reproduction
* Limit to number of cells engulfed at once
* Rename predatory pili to a more neutral term
* 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
* Improve cell AI
* Implement new damage effects to better convey cell is being harmed
* Improve water currents functionality and visibility
* Fix placement issues in editor
* Cell statistics overview (All cell stats in one panel or menu for analysis.)
* Rework player starting compounds to allow for more flexibility
* Investigate balance of membrane types and ensure they are strategically distinct
* Introduce Narotiza's options menu UI
* Auto-Evo species splitting
* Cilia


===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 or rebalance Oxytoxy from prokaryotes
* Damage delay or knockback for offensive pili
* Agents Customization
* Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
* Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
* Gene Transfer
* Gene Transfer
* Compound Toxicity
* Endosymbiosis (full)
* Endosymbiosis
* Patch addition or rebalance
* Patch addition or rebalance
* Radar in the form of chemoreception or eyespots
* Investigate current balance of nucleus
* Implement diffusion of compounds and gasses between patches
* Add hydrogenase
* Biolumenesence
* Begin work on transition to multicellular
* Implement in-game encyclopedia
* Unlockable Organelles
* Marine snow (already in the game, but a bit broken after change to Godot)
* Environmental events
* Cell Healing Rework
* Slot System for Enzymes and Proteins
* Mobility altering gas vacuoles
* Mobility altering gas vacuoles
* Launcher for mac (and investigate if we can do code signed builds or not)
* Reworking the spawn system to using an encounter / sector model ([https://github.com/Revolutionary-Games/Thrive/pull/2913 old pull request])
* Improved microbe backgrounds
* [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