Release Roadmap: Difference between revisions
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* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton. | * Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton. | ||
* <s>Find cause of occasional lag spikes after playing in a single area for a while (seems to still happen after organelle duplication efficiency changes)</s> likely was caused by the disk cache of image saving, which is now fixed | * <s>Find cause of occasional lag spikes after playing in a single area for a while (seems to still happen after organelle duplication efficiency changes)</s> likely was caused by the disk cache of image saving, which is now fixed | ||
* Add simple graphics presets | * [https://forum.revolutionarygamesstudio.com/t/low-performance-preset/1198 Add simple graphics presets] | ||
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]</s> | * <s>[https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]</s> | ||
* Polishing up any obvious rough edges in the new player experience to have a really solid base for the game to expand | * Polishing up any obvious rough edges in the new player experience to have a really solid base for the game to expand | ||
Revision as of 18:07, 12 October 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)
Environmental events (need more events beside vent eruptions).maybe we want one more event to round things out... ideas for events
Difficult / help wanted:
Patches that link regions together should be more obviousdone but could fix some corner casesMore compound dynamism should be addedMaybe? If there are easy ideas.Hydrogen sulfide should be made to diffuse between patchesand balanced (probably needs balancing).- (Basic customization done) Planet Customization
Change patch map generator to not need to abandon regionscan be kind of considered done with bigger map bounds (but the underlying algorithm has not been changed)Patch terrain generation and differentiationbase system done but needs configuration per biome type and more chunk typesImprove water currents functionality and visibility (only if we can get a graphics programmer)have been fully implemented, might need turning down compound cloud drift speed due to graphical artifactsAdd some benefit in auto-evo calculation from chemoreceptorMake some auto-evo calculations be affected by organelle upgrades
0.9.x (finishing things off updates)
basic bioluminescence implementedbut potentially more gameplay effects could be addedAchievements. Issue: https://github.com/Revolutionary-Games/Thrive/issues/2665 (also for Steam)Reworking the spawn system(only if necessary). Related issues: Add per spawner caps for entities, Make cloud spawns less random and more time based, Rework spawn system to be encounter based. Likely obsolete issue: Investigate a way to parametrize the bias for spawning in front of playerExpanded tutorials for the microbe stage(hand holding mode is very unlikely to be made). Add tutorials likeAdd a tutorial about loading a save if the player dies too much- Split ToolTipManager.tscn to multiple files
- Make a nice cell division animation
Make clouds look like they did in 0.3.4 (if can be done with reasonable effort, or at least visibility should be improved) Related issue: Increase perlin noise texture size or get UV scaling math rightclouds 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.
Find cause of occasional lag spikes after playing in a single area for a while (seems to still happen after organelle duplication efficiency changes)likely was caused by the disk cache of image saving, which is now fixed- Add simple graphics presets
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:
- 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).
- Add a separate sound effect for binding mode
Review how game difficulty settings death penalty works in terms of the coefficient and constantsthis is probably unnecessary as no one really has commented about this, other aspects of the game need more balancing work- Create a different cutscene for when starting in the warm pond and probably for panspermia
- Make proper short tips for the microbe stage and the editor
Improve the process panel displaykind 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
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.
- Multiplayer
- Non-linear size / osmoregulation cost for cells (and matching gameplay with auto-evo energy cost)
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
- Reworking the spawn system to using an encounter / sector model (old pull request)
- Organelle adjacency bonus / bonus from being at the cell edge