Difference between revisions of "Release Roadmap"

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m (Pretty sure there was a mistake here.)
 
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== Roadmap ==
 
== Roadmap ==
  
0.5.1 will be a version to really polish up issues left over from the Godot conversion.
+
=== 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 ==
 
== Feature Backlog ==
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These features are considered but still may not be implemented
 
These features are considered but still may not be implemented
  
* Introduce DonGororo's Report Menu concept
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* Introduce DonGororo's Report Menu concept (at least partly done?)
* Behavior Editor
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* [https://forum.revolutionarygamesstudio.com/t/behavior-editor-implementation/183 Behavior Editor]
* Environmental Events
 
 
* Upgraded/Remodeled Patch Map (procedural generation?)
 
* Upgraded/Remodeled Patch Map (procedural generation?)
* Game saving
+
* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
* Planet Generation and Customization
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* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation ]
* Achievements
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* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]
* Thermoplasts
+
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts]
* Radiotrophs
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* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]
* Organelle Upgrades
 
* Introduce free movement for 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
* Player Population Change Rebalance
+
* 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
 
* 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 new damage effects to better convey cell is being harmed
 
* Implement new damage effects to better convey cell is being harmed
* Introduce water currents
+
* Improve water currents functionality and visibility
* Fix placement issues in editor
+
* Auto-Evo non-player species splitting
* Cell statistics overview (All cell stats in one panel or menu for analysis.)
+
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia]
* Implement Narotiza's design for editor UI
+
* [https://forum.revolutionarygamesstudio.com/t/chemoreceptor-organelle/765 Radar in the form of chemoreception part]
* Rework player starting compounds to allow for more flexibility
+
* Marine snow (already in the game, but a bit broken after change to Godot)
* Investigate balance of membrane types and ensure they are strategically distinct
+
* [https://forum.revolutionarygamesstudio.com/t/informing-players-and-the-thrivepedia/772 Implement in-game encyclopedia]
* Introduce Narotiza's options menu UI
+
* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)]
* Auto-Evo species splitting
+
* [https://forum.revolutionarygamesstudio.com/t/photosynthesis-gameplay/682 Implement day/night cycle in the cell stage to help balance photosynthesis]
* Cilia
+
* Implement percentile damage resistance from prokaryotic sources to eukaryotes
* Tutorial
+
* 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]
  
 
===Debatable Features===
 
===Debatable Features===
These features need debating 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
  
* Remove or rebalance Oxytoxy from prokaryotes
 
 
* Damage delay or knockback for offensive pili
 
* Damage delay or knockback for offensive pili
* 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
* Radar in the form of chemoreception or eyespots
 
* 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
 
* Implement in-game encyclopedia
 
* Unlockable Organelles
 
* Marine snow
 
 
* Environmental events
 
* Environmental events
* Cell Healing Rework
 
* Slot System for Enzymes and Proteins
 
 
* Mobility altering gas vacuoles
 
* Mobility altering gas vacuoles
* Better Mac builds (if you are a developer with a mac, please join the team)
+
* Launcher for mac (proper support, and investigate if we can do code signed builds or not)
 
* Improved microbe backgrounds
 
* Improved microbe backgrounds
 +
* Toxin system customization and rework
 +
* 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