With the release of version 1.0 in sight now that we are quickly approaching the end of the microbe stage roadmap, I think it would be a good time to re-evaluate what exactly we want the release of Thrive 1.0 to represent. The reason I am asking this question is this: I think that this major release is a unique opportunity that we will only get one chance to get right. The release of Thrive 1.0 will likely be the highest publicity event that we can predict beforehand, and its reception will likely determine how much future success Thrive will have in both its community and financially.
So, what do we want to show off when we release Thrive 1.0? The current plan that is that 1.0 is the completion of the microbe stage, and thus Thrive 1.0 is the release of a fully complete game, the Thrive microbe stage, with future expansion of the game with the completion of later stages occurring in the future.
NicktheNick had suggested on (Finishing the microbe stage roadmap - #15 by NickTheNick) before that speeding up the development by cutting features from the microbe stage roadmap to be able to move on to the next stages might help the game move on faster to developing the later stages that would attract more community members and provide better publicity for the game. This was decided against because having a complete microbe stage is important, as leaving the first stage insufficiently developed would have Thrive remain perpetually incomplete for the foreseeable future.
I would instead propose the opposite, which is to increase the amount of features Thrive 1.0 will release with. I think that the current roadmap for the microbe stage is already sufficient for a good final microbe stage; what I am proposing instead is adding in features for the later stages that are specifically for increasing the apparent level of polish the game will have. Specifically, I believe that having a more developed 3D organism editor as well as a visually complete planet generator would go a long way to making Thrive 1.0 optimally presentable. I have singled out the 3D organism editor and the Planet Generator as the two features that will increase Thrive’s perceived development the most, as they are the major features still remaining for Thrive to be visually complete. The 3D organism editor has been worked on relatively recently and I am feeling confident about developing the world generator, so I think there is a good chance that these features can be done in time if focused on.
The Microbe stage being complete plus visible progress in the later stages would set a good scene for Thrive’s success in the eyes of potentially new audiences reached, or even old members who left when progress was slow.
The release of version 1.0 is a unique opportunity that we should try to make the most of as it is the version that is most likely to have a good reception than any other release will. If we rush through it too quickly than we might not be able to take full advantage of the potential for wider audience, more engagement with current audience, attracting new devs, and helping financially. In short: version 1.0 will be the version with the most potential to build hype for the game, and we should try to fuel the fire as much as we can.
If Thrive’s current monetary situation is currently in a downwards trend then a good release of Thrive 1.0 is the most likely way to fix this. The better the 1.0 release, the more likely Thrive is to have financial success in the future. If the 1.0 release is not as successful as we want (need) it to be, then it might be significantly harder to fix the situation later as our best opportunity has gone by. So, we should plan that the release of 1.0 is as good as we can reasonably make it.
Not only can the 1.0 release be used to gain more community and monetary support, but it can also be used to gain more developers to help make the later stages. If we can fill in a few of the major gaps on the later stages that make it possible for new developers to work on the later stages, then we might get more interested developers joining that otherwise wouldn’t if the game released with only its current primarily 2D visuals.
Also, decoupling the release of the final microbe stage changes and the release of version 1.0 would allow us to have a larger gap to fix those hard to find bugs that pop up later as well as allowing a longer community feedback window for the final balancing phase. It would allow us to release version 1.0 as the most bug free version we can, as we don’t want to cause our release to be harmed by being known as buggy or not fun because we rushed the balancing phase.
However, I think that it would not be worth it to wait overly long on releasing Thrive 1.0 once microbe stage is finished. If it is determined that the additional features would take too long to add or the plan otherwise changes then we could revert to the current plan of releasing 1.0, though I would still recommend extending the final bug fixing phase. We don’t have to decide on this for a while longer I think. In any case, development would remain the same except for the decision of either updating the current patch map generator or postponing the planet customization until a later release.
As far as more concrete actions go, I think that perhaps merging the road maps for 0.8.x and 0.9.x into a longer 0.8.x would give us a whole major version (0.9.x) to just fix any bugs missed previously, and while waiting for bugs and balance changes to be reported we would add in the framework for the later stages that will enable the game to launch with a significant amount of momentum for version 1.0 release. We could also keep the same roadmap but extend the 0.9.x releases, though this might make the 0.9.x releases extend asymmetrically.
Finally, I will give some potential reasons not to go with this plan of extending the release of 1.0:
The biggest reason I can think of is if releasing earlier in the year will give us more attention than later. I only did a brief search, and I got conflicting information on when the best time to release a game is. Some suggested the summer break and winter break as best options, but others had completely different rationales or said that it doesn’t really matter. Perhaps one of you have a better idea for when Thrive sees the most interest during the year; perhaps some statistics need to be crunched.
If we would expect to have approximately the same results whether or not we add in the additional features for 1.0 then releasing earlier would be better, assuming we don’t rush the final bug testing and balancing phase. This might require polling the community to get an estimate for how much these features would affect the hype level of the resulting game.
Adding in these features could also backfire if not handled correctly. If a world generator and 3D organism editor make it into only the prototype stages, then we want to make sure that we don’t misrepresent the game by making it seem like those stages are really playable, as opposed to something to look forward to as the game continues development. We would have this problem anyhow though with the current 3D organism editor if it does continue progressing before 1.0 or if the world generator does end up in the release. In fact, a significant portion of the current art for the game also points towards the future stages, so we have to be careful about this anyhow.