Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

What other features would you say a standalone product could be better at than web-based?

(2 edits)

A stand-alone product. ...hmm. Here are my thoughts on it's potential benefits.   Keep in mind, this assumes you are making changes to support these features.  (And, tbh, I'm not positive what can or cannot be done via the web and such.)  You MIGHT be able to do all of this through the web, or even have the stand-alone be a sort-of browser itself (like many mobile apps actually are)


  • Customization.  Once the system is modular, the number of ways to customize the program increases.  Options on the procedural generation, customized lists, customized tilesets, etc.
  • Configuration files.  All of the changes you've made and used can be saved off to generate the same TYPE of world over and over again.
  • Map Expansion.  Load up a previously generated map/area, and have the system generate another map designed to expand what is there.
  • Post generation adjustments.  You like how a map generated, but you want to replace one hex with a different one.  Say, turn a lake into a swamp.  You can do that in the editor.  
  • System Modules, (sold separately)!   Want to produce a version for "Pathfinder for Savage Worlds" work with Pinnacle and license it, maybe get a group license for that and Lahnkmar, Deadlands, and others.  Then of course, you might be able to get a license for other published works as well (if needed).
  • Hex-crawl management.  Beyond generation, managing the hex-crawl is another key part.   Most systems don't have a built-in hex-crawling system, so you could make one that is fairly universal.  (at least within the genre of games this is designed for.)  The system could track position, roll random encounters (great since you can customize the roll table for each hex).  Track a calendar, generate weather, etc.  Sure, specific rolls that the players need to make (navigation, survival, getting lost, notice/perception) are still made by the players and not handled by the system, but for the GM running a hex-crawl it would be invaluable.
  • Notes.  I love that everything in the output is cross linked.    This also means that the system makes a great tracker/note-taker for the game.  You can easily bring up the hex the players are in, and make changes to it as needed.  Players knock down the guard tower providing the influence effect to the surrounding hexes, the GM can turn it off, and the program adjusts on the fly.  Players empty a dungeon (or partially explore?)  One button re-populate pulling on the background systems.   Key feature discovered?  Trail Made?  Notes that can be made in the system on a hex by hex basis as needed, without having to scroll through the PDF to find it.

Thanks! a mil for detailing these.

I think were aligned on the vision :) Certainly things like being system-agnostic, expandable and having a more modular generation approach are in my scope. Adding more platform features such as Note-taking are already WIP. You can already experiment with the current Note-taking capability tested at https://pendicepaper.com/hexroll/ (the pencil icons) BTW.

For Hexroll v1, I was focusing more on adding the basic content generation entities - and I always feel I can and should do a better job at adding more variations or complications to the generation logic to make things more interesting. 

Working on Hexroll v2, I'm now extending it as a platform - with things like VTT support, continent editing, modularity and mutability align perfectly with your ideas.