Release Roadmap: Difference between revisions

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(→‎0.9.x (finishing things off updates): added intercellular matrix)
(→‎0.6.x (the combat and part upgrades updates): part unlocks is done, other done things removed)
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==== 0.6.x (the combat and part upgrades updates) ====
==== 0.6.x (the combat and part upgrades updates) ====
* [https://github.com/Revolutionary-Games/Thrive/issues/3935 Implement part unlocking mechanic] (with [https://github.com/Revolutionary-Games/Thrive/issues/3936 endosymbiosis lite] being one option)
* [https://github.com/Revolutionary-Games/Thrive/issues/3936 Endosymbiosis lite]
* [https://github.com/Revolutionary-Games/Thrive/issues/3548 Ingested Matter amount can be NaN] (this needs a workaround at least ASAP by clearing things to 0)
* [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
* Toxin system customization and rework
* Implement new damage effects to better convey cell is being harmed
* 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)] One bug: [https://github.com/Revolutionary-Games/Thrive/issues/2504 Fix the weird workaround and investigate the corner cases in microbe colonies]
* [https://forum.revolutionarygamesstudio.com/t/multicellular-stage-the-beginning/383/23 Finish Binding Agents (Need additional benefits for colonies, bugfixing)], one bug: [https://github.com/Revolutionary-Games/Thrive/issues/4666 colony member rotation problems]
* [https://github.com/Revolutionary-Games/Thrive/issues/3386 Microbe editor: Deleting hex plays the hex placement sound]
* [https://github.com/Revolutionary-Games/Thrive/issues/3386 Microbe editor: Deleting hex plays the hex placement sound]
* Rework cell rotation to be physics based. Potential knockback for offensive pili
* 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]
* 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://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)
* [https://github.com/Revolutionary-Games/Thrive/issues/1339 Make cell chunks emit more compounds] (related to combat and scavenging balancing)
* [https://github.com/Revolutionary-Games/Thrive/issues/3583 Add a button to eject all engulfed things]
* General combat balancing
* General combat balancing
* [https://github.com/Revolutionary-Games/Thrive/issues/3895 Enable day/night cycle by default]
* [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)
* 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]
* [https://github.com/Revolutionary-Games/Thrive/issues/3565 Microbe engulf storage full tutorial should have an end trigger]
* [https://github.com/Revolutionary-Games/Thrive/issues/3027 Look for a more proper way to calculate collision force] (might need to wait for Godot 4.0)


==== 0.7.x (the graph updates) ====
==== 0.7.x (the graph updates) ====

Revision as of 14:54, 25 January 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