Release Roadmap: Difference between revisions

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Accessory: add take over other species on extinction
update roadmap status after 1.0 release
 
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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 ==


=== 0.x Releases ===
=== Skipped Roadmap Items ===


These are releases towards more fleshed out microbe stage.
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 ===
=== 1.x Releases ===


Microbe stage is "finished" focus moves to multicellular.
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 ===
=== 2.x Releases ===


Multicellular stage is "finished" focus moves to aware.
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, 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.
* [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system] (basic implementation done)
* Nothing currently
* [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 (perhaps the [https://github.com/Revolutionary-Games/Thrive/pull/2913 sector model]?)


==== 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 move to any patch their species is in or next to while in the editor
* [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 ]
* Endosymbiosis (lite)
* 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] (full implementation, basic is done)
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]
* Present option for migrating player species without the player moving themselves
* 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 upgrades and pull mechanic] (basic implementation done)
* Feature to allow swapping to a related species on extinction (selectable only in easy mode)


===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 (full)
* 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)
* 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]
* Toxin system customization and rework
* Rework player starting compounds to allow for more flexibility

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