Release Roadmap: Difference between revisions

From Thrive Developer Wiki
Jump to navigation Jump to search
(roadmap for 0.6.x)
 
(113 intermediate revisions by 6 users not shown)
Line 1: Line 1:
[[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].


==== 0.6.x (the combat and part upgrades updates) ====
==== 0.8.x (world and auto-evo 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]
help wanted:
* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic] (with endosymbiosis lite being one option)
* <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/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/3072 Chemoreceptor should have option to detect other cells]
==== 0.9.x (finishing things off updates) ====
* Damage delay (or knockback) for offensive pili ([https://github.com/Revolutionary-Games/Thrive/issues/3267 issue])
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* Rename predatory pili to a more neutral term
* <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
* [https://github.com/Revolutionary-Games/Thrive/issues/3718 Tutorial should be prevented if game is entered through the auto-evo exploring tool]
 
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia upgrades and pull mechanic] (basic implementation done)
Difficult / help wanted:
* Toxin system customization and rework
* 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).
* Implement new damage effects to better convey cell is being harmed
* [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://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]
* [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/3386 Microbe editor: Deleting hex plays the hex placement sound]
* <s>"Final" microbe game balancing</s> balancing is probably good enough / we shouldn't make major changes just before 1.0
* Rework cell rotation to be physics based. Potential knockback for offensive pili
* 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/3649 The player being engulfed tutorial should not appear if the player can't be digested]
* [https://forum.revolutionarygamesstudio.com/t/organism-stamina-mechanics/757 Implement Stamina system and speed boosting]
* [https://github.com/Revolutionary-Games/Thrive/issues/1339 Make cell chunks emit more compounds] (related to combat and scavenging balancing)
* [https://github.com/Revolutionary-Games/Thrive/issues/3583 Add a button to eject all engulfed things]
* General combat balancing
* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement variable light levels in the cell stage to help balance photosynthesis] (Day/night system)
* Feature to allow swapping to a related species on extinction (selectable only in easy mode)
* [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/3672 Convert save screenshot to PNG to buffer directly instead of using a temporary file]
* [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)


=== 1.x Releases ===
=== 1.x Releases ===
Line 41: Line 29:
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 multicellular no longer marked as a prototype ASAP once some initial polish is applied


=== 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 ===
Line 58: Line 52:
==== 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)
* 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 14:20, 5 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)

  • Split ToolTipManager.tscn to multiple files
  • Polishing up any obvious rough edges in the new player experience to have a really solid base for the game to expand we aren't aware of any significant problems we could improve on

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