Release Roadmap: Difference between revisions
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* Upgraded/Remodeled Patch Map (procedural generation?) | * Upgraded/Remodeled Patch Map (procedural generation?) | ||
* Kick player out of patch when local population reaches zero and allow them to play any species occupied patch upon death/reproduction | * Kick player out of patch when local population reaches zero and allow them to play any species occupied patch upon death/reproduction | ||
* [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system] | * [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system] (basic implementation done) | ||
* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic] | * [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)] | * [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)] | ||
* Reworking the spawn system | * Reworking the spawn system (perhaps the [https://github.com/Revolutionary-Games/Thrive/pull/2913 sector model]?) | ||
* Implement customizable species amount limit as a performance option | * Implement customizable species amount limit as a performance option | ||
Revision as of 18:51, 16 April 2022
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.
- Upgraded/Remodeled Patch Map (procedural generation?)
- Kick player out of patch when local population reaches zero and allow them to play any species occupied patch upon death/reproduction
- Implement upgrades/specialization system (basic implementation done)
- Implement part unlocking mechanic
- Finish Binding Agents (Need additional benefits for colonies, bugfixing)
- Reworking the spawn system (perhaps the sector model?)
- 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
- Implement in-game encyclopedia
- Implement variable light levels in the cell stage to help balance photosynthesis
- Rework cell rotation to be physics based
- Implement Stamina system and speed boosting
- Planet Generation and Customization
- Patch terrain generation and differentiation
- Introduce DonGororo's Report Menu concept
- Statistics graph (done)
- Timeline tab (done)
- Food chain tab (WIP)
Accessory
These features are deemed unessential to the game, but desirable.
- Achievements
- Thermoplasts
- Radiotrophs
- Present option for migrating player species without the player moving themselves
- Limit to number of cells engulfed at once
- Rename predatory pili to a more neutral term
- Implement new damage effects to better convey cell is being harmed
- Cilia
- Implement percentile damage resistance from prokaryotic sources to eukaryotes
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