Release Roadmap: Difference between revisions

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=== Main Features ===
=== Main Features ===
These features are considered but still may not be implemented
These features are considered but still may not be implemented. They are divided into three categories of increasing relevance.


* Introduce DonGororo's Report Menu concept (at least partly done?)
== High Priority ==
* [https://forum.revolutionarygamesstudio.com/t/behavior-editor-implementation/183 Behavior Editor]
These features are in demand for implementation when possible.
* Upgraded/Remodeled Patch Map (procedural generation?)
* Upgraded/Remodeled Patch Map (procedural generation?)
* Kick player out of patch when local population reaches zero
* [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 ==
These features are intended to be in the game eventually.
* Allow player to play any species occupied patch upon death/reproduction
* Improve water currents functionality and visibility
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Implement in-game encyclopedia]
* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement day/night cycle 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/planet-generation/182 Planet Generation and Customization]
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation ]
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation ]
* Introduce DonGororo's Report Menu concept (at least partly done?)
== Accessory ==
These features are deemed unessential to the game, but desirable.
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]
* Allow player to play any species occupied patch upon death/reproduction
* Present option for migrating player species without the player moving themselves
* Present option for migrating player species without the player moving themselves
* Kick player out of patch when local population reaches zero
* Limit to number of cells engulfed at once
* Limit to number of cells engulfed at once
* Rename predatory pili to a more neutral term
* Rename predatory pili to a more neutral term
* Improve cell AI
* Implement new damage effects to better convey cell is being harmed
* Implement new damage effects to better convey cell is being harmed
* Improve water currents functionality and visibility
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia]
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia]
* [https://forum.revolutionarygamesstudio.com/t/chemoreceptor-organelle/765 Radar in the form of chemoreception part]
* [https://forum.revolutionarygamesstudio.com/t/chemoreceptor-organelle/765 Radar in the form of chemoreception part]
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Implement in-game encyclopedia]
* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)]
* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement day/night cycle in the cell stage to help balance photosynthesis]
* Implement percentile damage resistance from prokaryotic sources to eukaryotes
* Implement percentile damage resistance from prokaryotic sources to eukaryotes
* 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/organelle-upgrades/656 Implement upgrades/specialization system]
* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic]
* Reworking the spawn system


===Debatable Features===
===Debatable Features===

Revision as of 14:55, 11 December 2021


This page contains a rough roadmap of future features for Thrive.

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.

1.x Releases

Microbe stage is "finished" focus moves to multicellular.

2.x Releases

Multicellular stage is "finished" focus moves to aware.

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.

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.

Planned

These features are intended to be in the game eventually.

Accessory

These features are deemed unessential to the game, but desirable.

Debatable Features

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"
  • Gene Transfer
  • Compound Toxicity
  • Endosymbiosis
  • Patch addition or rebalance
  • Implement diffusion of compounds and gasses between patches
  • Add hydrogenase
  • Bioluminescence
  • Environmental events
  • Mobility altering gas vacuoles
  • Launcher for mac (proper support, and investigate if we can do code signed builds or not)
  • Improved microbe backgrounds
  • Toxin system customization and rework
  • Rework player starting compounds to allow for more flexibility