Release Roadmap: Difference between revisions

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* Auto-Evo species splitting
* Auto-Evo species splitting
* Cilia
* Cilia
* Radar in the form of chemoreception
* Marine snow (already in the game, but a bit broken after change to Godot)


===Debatable Features===
===Debatable Features===
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* Endosymbiosis
* Endosymbiosis
* Patch addition or rebalance
* Patch addition or rebalance
* Radar in the form of chemoreception or eyespots
* Investigate current balance of nucleus
* Investigate current balance of nucleus
* Implement diffusion of compounds and gasses between patches
* Implement diffusion of compounds and gasses between patches
* Add hydrogenase
* Add hydrogenase
* Biolumenesence
* Bioluminescence
* Begin work on transition to multicellular
* Begin work on transition to multicellular
* Implement in-game encyclopedia
* Implement in-game encyclopedia
* Unlockable Organelles
* Unlockable Organelles
* Marine snow (already in the game, but a bit broken after change to Godot)
* Environmental events
* Environmental events
* Cell Healing Rework
* Cell Healing Rework

Revision as of 18:30, 28 Ocak 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.

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

  • Introduce DonGororo's Report Menu concept (at least partly done?)
  • Behavior Editor
  • Upgraded/Remodeled Patch Map (procedural generation?)
  • Planet Generation and Customization
  • Achievements
  • Thermoplasts
  • Radiotrophs
  • Organelle Upgrades
  • Allow player to play any species occupied patch upon death/reproduction
  • Limit to number of cells engulfed at once
  • Rename predatory pili to a more neutral term
  • Check and correct for spelling errors in game text (For instance, Bathypalagic in the patch map should be Bathypelagic)
  • Rename Oxytoxy NT to reflect real world toxin
  • Improve cell AI
  • Implement new damage effects to better convey cell is being harmed
  • Improve water currents functionality and visibility
  • Fix placement issues in editor
  • Rework player starting compounds to allow for more flexibility
  • Investigate balance of membrane types and ensure they are strategically distinct
  • Auto-Evo species splitting
  • Cilia
  • Radar in the form of chemoreception
  • Marine snow (already in the game, but a bit broken after change to Godot)

Debatable Features

These features need debating before being moved to the list of main features for implementing

  • Remove or rebalance Oxytoxy from prokaryotes
  • Damage delay or knockback for offensive pili
  • Agents Customization
  • Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
  • Gene Transfer
  • Compound Toxicity
  • Endosymbiosis
  • Patch addition or rebalance
  • Investigate current balance of nucleus
  • Implement diffusion of compounds and gasses between patches
  • Add hydrogenase
  • Bioluminescence
  • Begin work on transition to multicellular
  • Implement in-game encyclopedia
  • Unlockable Organelles
  • Environmental events
  • Cell Healing Rework
  • Slot System for Enzymes and Proteins
  • Mobility altering gas vacuoles
  • Launcher for mac (and investigate if we can do code signed builds or not)
  • Improved microbe backgrounds