Release Roadmap: Difference between revisions

From Thrive Developer Wiki
Jump to navigation Jump to search
(→‎Main Features: add spawn system rework to features)
(→‎0.9.x (finishing things off updates): initial tutorials where adjusted)
 
(49 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[Category:Thrive]]
[[Category:Thrive]]


This page contains a rough roadmap of future features for Thrive.
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 [https://github.com/Revolutionary-Games/Thrive/releases Github],


We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/2
We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/2
Line 9: Line 9:
=== 0.x Releases ===
=== 0.x Releases ===


These are releases towards more fleshed out microbe stage.
These are releases towards more fleshed out microbe stage. This roadmap was discussed [https://forum.revolutionarygamesstudio.com/t/finishing-the-microbe-stage-roadmap/905 here].
 
==== 0.6.x (the combat and part upgrades updates) ====
* [https://github.com/Revolutionary-Games/Thrive/issues/3936 Endosymbiosis lite]
* [https://github.com/Revolutionary-Games/Thrive/issues/3548 Ingested Matter amount can be NaN] (likely no longer the case, needs review)
* Toxin system customization and rework
* Implement new damage effects to better convey cell is being harmed
* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)]
* [https://github.com/Revolutionary-Games/Thrive/issues/3386 Microbe editor: Deleting hex plays the hex placement sound]
* Potential knockback for offensive pili (this item can probably be removed with the cooldown being added now)
* Try to fix [https://github.com/Revolutionary-Games/Thrive/issues/918 Pilus should block being engulfed more often]
* [https://forum.revolutionarygamesstudio.com/t/organism-stamina-mechanics/757 Implement Stamina system and speed boosting]
* [https://github.com/Revolutionary-Games/Thrive/issues/1339 Make cell chunks emit more compounds] (related to combat and scavenging balancing)
* General combat balancing
* [https://github.com/Revolutionary-Games/Thrive/issues/3895 Enable day/night cycle by default]
* Feature to allow swapping to a related species on extinction (selectable only in easy mode)
* [https://github.com/Revolutionary-Games/Thrive/issues/3565 Microbe engulf storage full tutorial should have an end trigger]
 
==== 0.7.x (the graph updates) ====
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Expand the Thriveopedia to provide in-depth gameplay information] (partially done, our wiki now needs more content to include in there)
* Present option for migrating player species without the player moving themselves
* Rework player starting compounds to allow for more flexibility (we probably should show this in the editor and let the player pick as long as the total amount is below some threshold).
* [https://github.com/Revolutionary-Games/Thrive/issues/192 Make organelles able to turn off] with [https://github.com/Revolutionary-Games/Thrive/issues/1991 Add button in the process panel to pause a process]
* [https://github.com/Revolutionary-Games/Thrive/issues/3147 Auto-evo prediction panel and extra info don't react to language change]
* [https://github.com/Revolutionary-Games/Thrive/issues/3135 Timeline history cleaning logic has a bug]
* [https://github.com/Revolutionary-Games/Thrive/issues/3086 Timeline should not claim the player is extinct if rescued by external effects]
* Rework auto-evo report to be much more graphical, also auto-evo prediction. Should solve: [https://github.com/Revolutionary-Games/Thrive/issues/3152 Add some way to view preview images of species in the report tab]
* [https://github.com/Revolutionary-Games/Thrive/issues/3156 Create a cache that is stored on disk for PhotoStudio] (for better reworked auto-evo report performance), and also an in-memory cache: https://github.com/Revolutionary-Games/Thrive/issues/4579
* [https://github.com/Revolutionary-Games/Thrive/issues/1451 Add alternative ATP balance mode based on what source of ATP organelles use]
* [https://github.com/Revolutionary-Games/Thrive/issues/1622 Add a way for the player to control organelle split order]
* [https://github.com/Revolutionary-Games/Thrive/issues/1632 Show the resource organelles use for ATP generation in ATP bar tooltips] and [https://github.com/Revolutionary-Games/Thrive/issues/2068 Add tool in editor to explore ATP / compound balances without all resources].
* [https://github.com/Revolutionary-Games/Thrive/issues/2771 Make extinct in patch auto-evo result say split off]
* [https://github.com/Revolutionary-Games/Thrive/issues/2958 Make auto-evo not claim a species is extinct if external effects rescue it]
* [https://github.com/Revolutionary-Games/Thrive/issues/2980 Implement someplace that shows the used energy sources per species]
* [https://github.com/Revolutionary-Games/Thrive/pull/2753 Compound production] + Implement diffusion of compounds and gasses between patches (dynamic gas compounds is at least a part of this)
* Add hydrogenase
* Food chain editor tab
* [https://github.com/Revolutionary-Games/Thrive/issues/1979 Add the full process panel to the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/2767 Add best organelle suggestion shown in the editor]
 
==== 0.8.x (world and auto-evo updates) ====
* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
* [https://github.com/Revolutionary-Games/Thrive/issues/1682 Move away from using percentages in the patch conditions]
* [https://github.com/Revolutionary-Games/Thrive/issues/2448 Marine snow (chunks) spawn density should depend on existing species]
* [https://github.com/Revolutionary-Games/Thrive/issues/3556 Patches that link regions together should be more obvious]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]. Issue: [https://github.com/Revolutionary-Games/Thrive/issues/2357 Add radioactivity as an energy source]
* [https://github.com/Revolutionary-Games/Thrive/issues/3563 Change patch map generator to not need to abandon regions]
* Compound Toxicity and Environmental tolerance
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]
* Environmental events
* [https://github.com/Revolutionary-Games/Thrive/issues/3685 Replace all Godot prints in auto-evo with storing events]
* [https://github.com/Revolutionary-Games/Thrive/issues/2306 Make organelle storage amounts in tooltips use localization]
* Improve water currents functionality and visibility
* Improved microbe backgrounds
* [https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might get done with the day/night system)
* [https://github.com/Revolutionary-Games/Thrive/issues/2869 Make player species members dying or reproducing on screen affect the population]
* [https://github.com/Revolutionary-Games/Thrive/issues/2918 Factor movement into Compound Food Source]
* [https://github.com/Revolutionary-Games/Thrive/issues/2907 Increase player auto-evo strength to 80% once the algorithm feels good]
* [https://github.com/Revolutionary-Games/Thrive/issues/2924 Auto-evo does not change its prediction upon patch change]
* [https://github.com/Revolutionary-Games/Thrive/issues/2925 Auto-evo needs to update prediction upon rigidity and behaviour change]
* [https://github.com/Revolutionary-Games/Thrive/issues/2942 Rework the crude extinction system into something proper]
* [https://github.com/Revolutionary-Games/Thrive/issues/2943 Review chunk food source balancing]
* [https://github.com/Revolutionary-Games/Thrive/issues/2947 Investigate auto-evo generated species that immediately starve to death]
* [https://github.com/Revolutionary-Games/Thrive/issues/3034 Add some benefit in auto-evo calculation from chemoreceptor]
* [https://github.com/Revolutionary-Games/Thrive/issues/3040 Make some auto-evo calculations be affected by organelle upgrades]
* [https://github.com/Revolutionary-Games/Thrive/issues/3358 Make auto-evo take lysosomes (new digestion) into account]
 
==== 0.9.x (finishing things off updates) ====
* Bioluminescence
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]. Issue: https://github.com/Revolutionary-Games/Thrive/issues/2665 ([https://github.com/Revolutionary-Games/Thrive/issues/2766 also for Steam])
* Reworking the spawn system (only if necessary). Related issues: [https://github.com/Revolutionary-Games/Thrive/issues/1551 Add per spawner caps for entities], [https://github.com/Revolutionary-Games/Thrive/issues/1560 Make cloud spawns less random and more time based], [https://github.com/Revolutionary-Games/Thrive/issues/2055 Rework spawn system to be encounter based]. Likely obsolete issue: [https://github.com/Revolutionary-Games/Thrive/issues/2804 Investigate a way to parametrize the bias for spawning in front of player]
* [https://github.com/Revolutionary-Games/Thrive/issues/2307 Add a separate sound effect for binding mode]
* [https://github.com/Revolutionary-Games/Thrive/issues/3561 Review how game difficulty settings death penalty works in terms of the coefficient and constants]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts] ([https://github.com/Revolutionary-Games/Thrive/issues/3496 full implementation], basic is done)
* Expanded tutorials for the microbe stage + hand holding mode selectable as an option that enables even more aggressive tutorials. Add tutorials like [https://github.com/Revolutionary-Games/Thrive/issues/2091 Add a tutorial on death when using multiple ATP production types], [https://github.com/Revolutionary-Games/Thrive/issues/2975 Add a tutorial for taking ATP damage in engulf mode], [https://github.com/Revolutionary-Games/Thrive/issues/2979 Add a tutorial about loading a save if the player dies too much]
* [https://github.com/Revolutionary-Games/Thrive/issues/3426 Create a different cutscene for when starting in the warm pond] and probably for panspermia
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* [https://github.com/Revolutionary-Games/Thrive/issues/1748 Make membrane meshes properly 3D]
* [https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]
* [https://github.com/Revolutionary-Games/Thrive/issues/672 Reimplement the context dependent hints system]
* [https://github.com/Revolutionary-Games/Thrive/issues/1864 Make proper short tips for the microbe stage and the editor]
* [https://github.com/Revolutionary-Games/Thrive/issues/1701 Make clouds look like they did in 0.3.4] (if can be done with reasonable effort, or at least [https://github.com/Revolutionary-Games/Thrive/issues/3619 visibility should be improved]) Related issue: [https://github.com/Revolutionary-Games/Thrive/issues/2286 Increase perlin noise texture size or get UV scaling math right]
* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton.
* [https://github.com/Revolutionary-Games/Thrive/issues/3273 Fix lag spikes from organelle duplication in very large cells]
* [https://github.com/Revolutionary-Games/Thrive/issues/4344 Add an automatic suggestion to run a benchmark before starting the game for the first time]
* [https://github.com/Revolutionary-Games/Thrive/issues/2586 Improve the process panel display]
* [https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]
* "Final" microbe game balancing


=== 1.x Releases ===
=== 1.x Releases ===


Microbe stage is "finished" focus moves to multicellular.
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 ===
=== 2.x Releases ===


Multicellular stage is "finished" focus moves to aware.
Multicellular stage is "finished" focus moves to aware.
=== 3.x Releases ===
Aware stage is "finished" focus moves to awakening stage.


== Feature Backlog ==
== 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.
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 ===
=== 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.
 
==== High Priority ====
These features are in demand for implementation when possible.
* Nothing currently
 
==== Planned ====
These features are intended to be in the game eventually.
* [https://forum.revolutionarygamesstudio.com/t/multiplayer/962 Multiplayer]
* [https://forum.revolutionarygamesstudio.com/t/size-osmoregulation/1043 Non-linear size / osmoregulation cost for cells (and matching gameplay with auto-evo energy cost)]


* Introduce DonGororo's Report Menu concept (at least partly done?)
==== Accessory ====
* [https://forum.revolutionarygamesstudio.com/t/behavior-editor-implementation/183 Behavior Editor]
These features are deemed unessential to the game, but desirable.
* Upgraded/Remodeled Patch Map (procedural generation?)
* Nothing currently
* [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/viable-achievements/353 Achievements]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts]
* [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
* Kick player out of patch when local population reaches zero
* Limit to number of cells engulfed at once
* Rename predatory pili to a more neutral term
* Improve cell AI
* 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/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
* 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===
These features need debating (or major design work) before being moved to the list of main features for implementing
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"
* Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
* Gene Transfer
* Gene Transfer
* Compound Toxicity
* Endosymbiosis (full)
* Endosymbiosis
* Patch addition or rebalance
* Patch addition or rebalance
* Implement diffusion of compounds and gasses between patches
* Add hydrogenase
* Bioluminescence
* Environmental events
* Mobility altering gas vacuoles
* Mobility altering gas vacuoles
* Launcher for mac (proper support, and investigate if we can do code signed builds or not)
* Official Mac support. Once there's enough [https://forum.revolutionarygamesstudio.com/t/demand-for-official-mac-osx-support/911 demand] (potentially we should do code signed builds)
* Improved microbe backgrounds
* Reworking the spawn system to using an encounter / sector model ([https://github.com/Revolutionary-Games/Thrive/pull/2913 old pull request])
* Toxin system customization and rework
* [https://forum.revolutionarygamesstudio.com/t/surface-area-volume-and-ratios/978 Organelle adjacency bonus / bonus from being at the cell edge]
* Rework player starting compounds to allow for more flexibility

Latest revision as of 20:28, 24 February 2024


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/2

Roadmap

0.x Releases

These are releases towards more fleshed out microbe stage. This roadmap was discussed here.

0.6.x (the combat and part upgrades updates)

0.7.x (the graph updates)

0.8.x (world and auto-evo updates)

0.9.x (finishing things off updates)

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.

3.x Releases

Aware stage is "finished" focus moves to awakening 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.

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
  • Official Mac support. Once there's enough demand (potentially we should do code signed builds)
  • Reworking the spawn system to using an encounter / sector model (old pull request)
  • Organelle adjacency bonus / bonus from being at the cell edge