Release Roadmap: Difference between revisions
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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 at least the early multicellular no longer marked as a prototype by this time |
Revision as of 11:37, 20 August 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.
0.6.x (the combat and part upgrades updates)
- Implement upgrades/specialization system (basic implementation done) Related issue: Implement rest of the organelle upgrades framework
- Implement part unlocking mechanic (with endosymbiosis lite being one option)
- Ingested Matter amount can be NaN (this needs a workaround at least ASAP by clearing things to 0)
- Chemoreceptor should have option to detect other cells
- Damage delay (or knockback) for offensive pili (issue)
- Rename predatory pili to a more neutral term
- Tutorial should be prevented if game is entered through the auto-evo exploring tool
- Cilia upgrades and pull mechanic (basic implementation done)
- Toxin system customization and rework
- Implement new damage effects to better convey cell is being harmed
- Finish Binding Agents (Need additional benefits for colonies, bugfixing) One bug: Fix the weird workaround and investigate the corner cases in microbe colonies
- Microbe editor: Deleting hex plays the hex placement sound
- Rework cell rotation to be physics based. Potential knockback for offensive pili
- Try to fix Pilus should block being engulfed more often
- The player being engulfed tutorial should not appear if the player can't be digested
- Implement Stamina system and speed boosting
- Make cell chunks emit more compounds (related to combat and scavenging balancing)
- Add a button to eject all engulfed things
- General combat balancing
- 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)
- Microbe engulf storage full tutorial should have an end trigger
- Convert save screenshot to PNG to buffer directly instead of using a temporary file
- Look for a more proper way to calculate collision force (might need to wait for Godot 4.0)
1.x Releases
Microbe stage is "finished" focus moves to multicellular.
1.0.0
- Microbe stage is finished
- We should have at least the early multicellular no longer marked as a prototype by this time
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.
- 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?)
Planned
These features are intended to be in the game eventually.
- 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
- Endosymbiosis (lite)
- 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 (full implementation, basic is done)
- 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
- 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
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 (full)
- Patch addition or rebalance
- Implement diffusion of compounds and gasses between patches
- Add hydrogenase
- Bioluminescence
- Environmental events
- Mobility altering gas vacuoles
- Official Mac support. Once there's enough demand (potentially we should do code signed builds)
- Improved microbe backgrounds
- Toxin system customization and rework
- Rework player starting compounds to allow for more flexibility