Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

New suggestion:

One key thing I want with a tool like this is to make life simpler (which this obviously does).  However, sometimes I need an in-between solution.

As such, it would be great to be able to load a hex-map in some form, (such as from hexographer/worldographer), or even from a simple editor you create.  And then proceed with the generation from there.

You gave en explanation below of how the system paints in layers, so I don't know how feasible it would be to inject a map into the process.

I was testing Hexroll with a model that generates a set of predefined regions with a predefined number of hexes per region. I know this is not exactly what you have in mind, but it's a good start :)

Well you know, the solution to one problem often leads to ideas on how to expand to other ideas!  I am working on a hex-crawl at the moment.  I'd love to be able to take a map like this and then have the rest of the work done for me :)

I get it :) I'm mentally merging this with the rest of the ideas on the standalone platform.

I'm currently piecing together a hexcrawl on that map you see.  I've been putting alot of feature lists (right now my feature list is up to around ~240 features, 100 of which are magical plants.)  to populate a hex with.  I'm doing alot of work in SQL to save myself alot of time when it comes to assigning stuff to a hex, but it's a pain.   After just assigning features, I now have to create: 

  • 10 Small dungeons
  • 10 medium dungeons
  • 9 "Main" dungeons (these are the big ones that get hand crafted)
  • 17 small caves
  • 18 Medium caves
  • 7 large caves

And of course, when it comes to populating these.....I haven't found any tools for Savage worlds, tons for other systems