Difference between revisions of "Release Roadmap"

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This page contains a rough roadmap of future features for Thrive.
 
This page contains a rough roadmap of future features for Thrive.
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We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/2
  
 
== Roadmap ==
 
== Roadmap ==
  
0.5.0 will be the version which switches over to Godot.
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=== 0.x Releases ===
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These are releases towards more fleshed out microbe stage.
 +
 
 +
=== 1.x Releases ===
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Microbe stage is "finished" focus moves to multicellular.
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=== 2.x Releases ===
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Multicellular stage is "finished" focus moves to aware.
  
 
== Feature Backlog ==
 
== Feature Backlog ==
  
This is a rough list of features that are planned or have been discussed in the past and haven't been rejected. Note that the listed features are not guaranteed to be implemented.
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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 ===
 
=== Main Features ===
 
These features are considered but still may not be implemented
 
These features are considered but still may not be implemented
* Behavior Editor
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* Enviromental Diffusion
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* Introduce DonGororo's Report Menu concept (at least partly done?)
* Enviromental Events
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* [https://forum.revolutionarygamesstudio.com/t/behavior-editor-implementation/183 Behavior Editor]
* Game Options
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* Upgraded/Remodeled Patch Map (procedural generation?)
* Organelle Upgrades
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* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
* Radiotrophs
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* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation ]
* Upgraded/Remodeled Patch Map
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* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]
* Game saving
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* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts]
* Planet Generation and Customization
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* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]
* Achievements
 
* Unlockable Organelles
 
* Thermoplasts
 
* Slot System for Enzymes and Proteins
 
* Biolumenesence
 
* Adjustable Camera in Editor
 
 
* Allow player to play any species occupied patch upon death/reproduction
 
* Allow player to play any species occupied patch upon death/reproduction
* Cell Healing Rework
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* Present option for migrating player species without the player moving themselves
* Player Population Change Rebalance
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* 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
* Make newly placed organelles fully refundable before entering play mode
 
 
* Rename predatory pili to a more neutral term
 
* Rename predatory pili to a more neutral term
* Add audio or visual cues to indicate invalid actions (Such as attempting to place parts with insufficient MP)
 
* Redesign toxin projectile to be more deadly looking
 
* 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
 
* Improve cell AI
* Implement custom name for species
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* Implement new damage effects to better convey cell is being harmed
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* Improve water currents functionality and visibility
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* Auto-Evo non-player species splitting
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* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia]
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* [https://forum.revolutionarygamesstudio.com/t/chemoreceptor-organelle/765 Radar in the form of chemoreception part]
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* Marine snow (already in the game, but a bit broken after change to Godot)
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* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Implement in-game encyclopedia]
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* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)]
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* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement day/night cycle in the cell stage to help balance photosynthesis]
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* Implement percentile damage resistance from prokaryotic sources to eukaryotes
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* Rework cell rotation to be physics based
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* [https://forum.revolutionarygamesstudio.com/t/organism-stamina-mechanics/757 Implement Stamina system and speed boosting]
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* [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system]
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* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic]
  
 
===Debatable Features===
 
===Debatable Features===
These features need debating before being moved to the list of main features for implementing
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These features need debating (or major design work) before being moved to the list of main features for implementing
  
* Remove or rebalance Oxytoxy from prokaryotes
 
* Allow prokaryotes to possess vacuoles
 
 
* Damage delay or knockback for offensive pili
 
* Damage delay or knockback for offensive pili
* In-game Tutorials
 
* Cilia and Stuff
 
* Templates and Exportation
 
* Agents Customization
 
 
* 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
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* Endosymbiosis
 
* Endosymbiosis
 
* Patch addition or rebalance
 
* Patch addition or rebalance
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* Implement diffusion of compounds and gasses between patches
 +
* Add hydrogenase
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* Bioluminescence
 +
* Environmental events
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* Mobility altering gas vacuoles
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* Launcher for mac (proper support, and investigate if we can do code signed builds or not)
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* Improved microbe backgrounds
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* Toxin system customization and rework
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* Rework player starting compounds to allow for more flexibility

Latest revision as of 17:04, 17 August 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

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