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/2
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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].


==== 0.6.x (the combat and part upgrades updates) ====
==== 0.7.x (the graph updates) ====
* [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system] (basic implementation done) Related issue: [https://github.com/Revolutionary-Games/Thrive/issues/3041 Implement rest of the organelle upgrades framework]
* [https://github.com/Revolutionary-Games/Thrive/issues/3156 Create a cache that is stored on disk for PhotoStudio] (for better reworked auto-evo report performance)
* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic] (with endosymbiosis lite being one option)
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2980 Implement someplace that shows the used energy sources per species] (probably can just add the miche tree to the editor)</s> miche tree added to editor
* [https://github.com/Revolutionary-Games/Thrive/issues/3548 Ingested Matter amount can be NaN] (this needs a workaround at least ASAP by clearing things to 0)
* [https://github.com/Revolutionary-Games/Thrive/issues/2767 Add best organelle suggestion shown in the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/3072 Chemoreceptor should have option to detect other cells]
 
* Damage delay (or knockback) for offensive pili ([https://github.com/Revolutionary-Games/Thrive/issues/3267 issue])
Difficult / help wanted:
* Rename predatory pili to a more neutral term
* [https://github.com/Revolutionary-Games/Thrive/pull/2753 Compound production], photosynthesis implemented, other compounds not generated yet. Also diffusion of compounds between patches may need some math changes.
* [https://github.com/Revolutionary-Games/Thrive/issues/3718 Tutorial should be prevented if game is entered through the auto-evo exploring tool]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3086 Timeline should not claim the player is extinct if rescued by external effects]</s> (done, but needs a bit more testing)
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia upgrades and pull mechanic] (basic implementation done)
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2771 Make extinct in patch auto-evo result say split off]</s> (maybe no longer can happen with new auto-evo)
* Toxin system customization and rework
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2958 Make auto-evo not claim a species is extinct if external effects rescue it]</s> (done, but needs a bit more testing)
* Implement new damage effects to better convey cell is being harmed
 
* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)] One bug: [https://github.com/Revolutionary-Games/Thrive/issues/2504 Fix the weird workaround and investigate the corner cases in microbe colonies]
==== 0.8.x (world and auto-evo updates) ====
* [https://github.com/Revolutionary-Games/Thrive/issues/3386 Microbe editor: Deleting hex plays the hex placement sound]
* [https://github.com/Revolutionary-Games/Thrive/issues/1682 Move away from using percentages in the patch conditions]
* Rework cell rotation to be physics based. Potential knockback for offensive pili
* [https://github.com/Revolutionary-Games/Thrive/issues/2448 Marine snow (chunks) spawn density should depend on existing species]
* Try to fix [https://github.com/Revolutionary-Games/Thrive/issues/918 Pilus should block being engulfed more often]
* [https://github.com/Revolutionary-Games/Thrive/issues/3556 Patches that link regions together should be more obvious]
* [https://github.com/Revolutionary-Games/Thrive/issues/3649 The player being engulfed tutorial should not appear if the player can't be digested]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]. Issue: [https://github.com/Revolutionary-Games/Thrive/issues/2357 Add radioactivity as an energy source]
* [https://forum.revolutionarygamesstudio.com/t/organism-stamina-mechanics/757 Implement Stamina system and speed boosting]
* Compound Toxicity and Environmental tolerance
* [https://github.com/Revolutionary-Games/Thrive/issues/1339 Make cell chunks emit more compounds] (related to combat and scavenging balancing)
* Environmental events
* [https://github.com/Revolutionary-Games/Thrive/issues/3583 Add a button to eject all engulfed things]
* [https://github.com/Revolutionary-Games/Thrive/issues/3685 Replace all Godot prints in auto-evo with storing events]
* General combat balancing
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2306 Make organelle storage amounts in tooltips use localization]</s>
* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement variable light levels in the cell stage to help balance photosynthesis] (Day/night system)
* Improved microbe backgrounds (might just need some blur for the distortion effect)
* Feature to allow swapping to a related species on extinction (selectable only in easy mode)
* [https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might be done with the day/night system)
* [https://github.com/Revolutionary-Games/Thrive/issues/3565 Microbe engulf storage full tutorial should have an end trigger]
* [https://github.com/Revolutionary-Games/Thrive/issues/2869 Make player species members dying or reproducing on screen affect the population]
* [https://github.com/Revolutionary-Games/Thrive/issues/3672 Convert save screenshot to PNG to buffer directly instead of using a temporary file]
* [https://github.com/Revolutionary-Games/Thrive/issues/2907 Increase player auto-evo strength to 80% once the algorithm feels good]
* [https://github.com/Revolutionary-Games/Thrive/issues/3027 Look for a more proper way to calculate collision force] (might need to wait for Godot 4.0)
* [https://github.com/Revolutionary-Games/Thrive/issues/2924 Auto-evo does not change its prediction upon patch change]
* [https://github.com/Revolutionary-Games/Thrive/issues/2925 Auto-evo needs to update prediction upon rigidity and behaviour change]
* <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:
* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
* [https://github.com/Revolutionary-Games/Thrive/issues/3563 Change patch map generator to not need to abandon regions]
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]
* Improve water currents functionality and visibility (only if we can get a graphics programmer)
* [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]
* [https://github.com/Revolutionary-Games/Thrive/issues/3358 Make auto-evo take lysosomes (new digestion) into account]
 
==== 0.9.x (finishing things off updates) ====
* Bioluminescence
* [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]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts] ([https://github.com/Revolutionary-Games/Thrive/issues/3496 full implementation], basic is done)
* Expanded tutorials for the microbe stage + hand holding mode selectable as an option that enables even more aggressive tutorials. Add tutorials like [https://github.com/Revolutionary-Games/Thrive/issues/2091 Add a tutorial on death when using multiple ATP production types], [https://github.com/Revolutionary-Games/Thrive/issues/2975 Add a tutorial for taking ATP damage in engulf mode], [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.
* [https://github.com/Revolutionary-Games/Thrive/issues/3273 Fix lag spikes from organelle duplication in very large cells]
* [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]
* [https://github.com/Revolutionary-Games/Thrive/issues/2586 Improve the process panel display]
* "Final" microbe game balancing


=== 1.x Releases ===
=== 1.x Releases ===
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Microbe stage is "finished" focus moves to multicellular.
Microbe stage is "finished" focus moves to multicellular.


==== 1.0.0 ===
==== 1.0.0 ====
* Microbe stage is finished
* Microbe stage is finished
* We should have at least the early multicellular no longer marked as a prototype by this time
* We should have at least the early multicellular no longer marked as a prototype by this time
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Multicellular stage is "finished" focus moves to aware.
Multicellular stage is "finished" focus moves to aware.
=== 3.x Releases ===
Aware stage is "finished" focus moves to awakening 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.
* Improve water currents functionality and visibility
* [https://forum.revolutionarygamesstudio.com/t/multiplayer/962 Multiplayer]
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Implement in-game encyclopedia]
* [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/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
* 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)
* 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 14:12, 20 November 2024


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/2

Roadmap

0.x Releases

These are releases towards more fleshed out microbe stage. This roadmap was discussed here.

0.7.x (the graph updates)

Difficult / help wanted:

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 the early multicellular no longer marked as a prototype by this time

2.x Releases

Multicellular stage is "finished" focus moves to aware.

3.x Releases

Aware stage is "finished" focus moves to awakening 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