Release Roadmap: Difference between revisions

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(→‎0.6.x (the combat and part upgrades updates): updated the links for the first few roadmap items)
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==== 0.6.x (the combat and part upgrades updates) ====
==== 0.6.x (the combat and part upgrades updates) ====
* [https://forum.revolutionarygamesstudio.com/t/organelle-upgrades/656 Implement upgrades/specialization system] (basic implementation done) Related issue: [https://github.com/Revolutionary-Games/Thrive/issues/3041 Implement rest of the organelle upgrades framework]
* [https://github.com/Revolutionary-Games/Thrive/issues/3041 Implement rest of the organelle upgrades framework]
* [https://forum.revolutionarygamesstudio.com/t/organelle-unlocks/696 Implement part unlocking mechanic] (with endosymbiosis lite being one option)
* [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/3664 If the player can't engulf something they attempted to engulf it should be clarified why]
* [https://github.com/Revolutionary-Games/Thrive/issues/3664 If the player can't engulf something they attempted to engulf it should be clarified why]
* [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] (this needs a workaround at least ASAP by clearing things to 0)
* [https://github.com/Revolutionary-Games/Thrive/issues/3072 Chemoreceptor should have option to detect other cells]
* [https://github.com/Revolutionary-Games/Thrive/issues/3072 Chemoreceptor should have option to detect other cells]
* Rename predatory pili to a more neutral term
* [https://github.com/Revolutionary-Games/Thrive/issues/3934 Rename predatory pili to a more neutral term]
* [https://github.com/Revolutionary-Games/Thrive/issues/3718 Tutorial should be prevented if game is entered through the auto-evo exploring tool]
* [https://github.com/Revolutionary-Games/Thrive/pull/3480 Cilia upgrades and pull mechanic]
* [https://forum.revolutionarygamesstudio.com/t/updating-cilia/349 Cilia upgrades and pull mechanic] (basic implementation done)
* 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

Revision as of 14:58, 12 December 2022


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.

  • Nothing currently

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)