Release Roadmap: Difference between revisions

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* 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/3938 Stop AI from shooting toxin too early (while still turning)]
* [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)
* [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)



Revision as of 06:50, 13 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)