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 ==
Line 9: Line 9:
=== 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) ====
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/1682 Move away from using percentages in the patch conditions]</s>
* <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]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might be done with the day/night system)</s> likely done
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2869 Make player species members dying or reproducing on screen affect the population]</s>
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2947 Investigate auto-evo generated species that immediately starve to death]</s> probably done with new auto-evo (miches)
 
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]
* More compound dynamism should be added. Hydrogen sulfide should be made to diffuse between patches and balanced.
* [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)
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]
* <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
* [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]
 
==== 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
* [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>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>[https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts] ([https://github.com/Revolutionary-Games/Thrive/issues/3496 full implementation])</s>
* <s>Expanded tutorials for the microbe stage</s> (hand holding mode is very unlikely to be made). Add tutorials like [https://github.com/Revolutionary-Games/Thrive/issues/2091 Add a tutorial on death when using multiple ATP production types], <s>[https://github.com/Revolutionary-Games/Thrive/issues/2975 Add a tutorial for taking ATP damage in engulf mode]</s>, [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/1659 Split ToolTipManager.tscn to multiple files]
* [https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]
* [https://github.com/Revolutionary-Games/Thrive/issues/672 Reimplement the context dependent hints system]
* <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
* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton.
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3273 Fix lag spikes from organelle duplication in very large cells] </s> should be done for all cells possible to make without cheats
* Find cause of occasional lag spikes after playing in a single area for a while (seems to still happen after organelle duplication efficiency changes)
* [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/4554 Intercellular matrix graphics]
* 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:
* <s>[https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Expand the Thriveopedia to provide in-depth gameplay information]</s> (done except, our wiki now needs more content to include in there. 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]
* [https://github.com/Revolutionary-Games/Thrive/issues/3561 Review how game difficulty settings death penalty works in terms of the coefficient and constants]
* [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]
* <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
* "Final" microbe game balancing


=== 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 at least multicellular no longer marked as a prototype by this time


=== 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 ===
 
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 ===
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==== High Priority ====
==== High Priority ====
These features are in demand for implementation when possible.
These features are in demand for implementation when possible.
* Upgraded/Remodeled Patch Map (procedural generation?)
* Nothing currently
* Kick player out of patch when local population reaches zero and allow them to play any species occupied patch upon death/reproduction
* [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system]
* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic]
* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)]
* Reworking the spawn system
* [https://forum.revolutionarygamesstudio.com/t/signaling-agents-prototype/834 Implement signaling agents]
* Implement customizable species amount limit as a performance option


==== Planned ====
==== Planned ====
These features are intended to be in the game eventually.
These features are intended to be in the game eventually.
* Allow player to play any species occupied patch upon death/reproduction
* [https://forum.revolutionarygamesstudio.com/t/multiplayer/962 Multiplayer]
* Improve water currents functionality and visibility
* [https://forum.revolutionarygamesstudio.com/t/size-osmoregulation/1043 Non-linear size / osmoregulation cost for cells (and matching gameplay with auto-evo energy cost)]
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Implement in-game encyclopedia]
* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement variable light levels in the cell stage to help balance photosynthesis]
* Rework cell rotation to be physics based
* [https://forum.revolutionarygamesstudio.com/t/organism-stamina-mechanics/757 Implement Stamina system and speed boosting]
* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation ]
* Introduce DonGororo's Report Menu concept
** Statistics graph (done)
** Timeline tab (done)
** Food chain tab (WIP)


==== Accessory ====
==== Accessory ====
These features are deemed unessential to the game, but desirable.
These features are deemed unessential to the game, but desirable.
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]
* Nothing currently
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]
* Present option for migrating player species without the player moving themselves
* Limit to number of cells engulfed at once
* Rename predatory pili to a more neutral term
* Implement new damage effects to better convey cell is being harmed
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia]
* Implement percentile damage resistance from prokaryotic sources to eukaryotes


===Debatable Features===
===Debatable Features===
These features need debating (or major design work) 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


* Damage delay or knockback for offensive pili
* 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
* Implement diffusion of compounds and gasses between patches
* Add hydrogenase
* Bioluminescence
* Environmental events
* Mobility altering gas vacuoles
* Mobility altering gas vacuoles
* Launcher for mac (proper support, and investigate if we can do code signed builds or not)
* 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)
* Improved microbe backgrounds
* Reworking the spawn system to using an encounter / sector model ([https://github.com/Revolutionary-Games/Thrive/pull/2913 old pull request])
* Toxin system customization and rework
* [https://forum.revolutionarygamesstudio.com/t/surface-area-volume-and-ratios/978 Organelle adjacency bonus / bonus from being at the cell edge]
* Rework player starting compounds to allow for more flexibility

Latest revision as of 13:51, 25 April 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)

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 multicellular no longer marked as a prototype by this time

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

  • 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