What comes next

What's in progress is being built now. What's planned comes later, in no set order. What the app already does is on the Features page.

[Placeholder] A draft roadmap, still to be confirmed.

In progress

  • Installer and release basics

    An installer, and the other pieces a public release needs.

  • Projects split into more files

    A large project spread over as many files as it needs, linked to one another and still checked as one design. Today, each system and each part of the rules has files of its own.

Planned

  • Rules

    • Auto-scaling and difficulty levels

      Enemies, loot and encounters that scale with the player's progress wherever you opt in, and difficulty levels such as Easy, Normal and Hard that raise or lower the challenge without copying encounters.

    • Combat, economy and probability analysis

      Estimates of encounter difficulty, of the currency players can have at each stage of the game, and of the odds of passing the checks the main story depends on.

    • Time simulation

      World time and combat time that move forward in the app, as they would in your game. Today, you set up both, and the app checks them against the timed triggers that use them.

  • Items

    • Crafting, merchant stock checks and random item properties

      Recipes that make items from other items, shop inventories checked against your game's economy, and properties picked at random from a shared pool for each copy of an item. Today, you make fixed versions of an item as its variants.

  • Locations

    • NPC schedules and availability

      Routines and conditions that decide when and where a character can be met, checked so that a meeting the story needs stays possible. Today, each place lists the characters the player can meet there.

  • Translation

    • Names spelled per language

      Names, titles and the other words a line fills in for a character, written for each language, so a Greek or Russian translation spells a name in its own alphabet. Today, a name has one spelling in every language. Planned before release.

    • Translator exports in XLIFF and CSV

      The text of every language handed to translators in the formats their tools read. Today, each language's text lives in files of its own, and the conversation editor can switch to a language so a translator edits its lines in place.

  • Validation

    • Full scenario validation

      Every part of your game checked together, from the rules and characters to the quests, places and time, for any point where a player could get stuck for good by accident. Today, each check reads one conversation, quest or story and what it refers to.

    • Scenario playthrough simulation

      Your whole game played through without graphics, automatically or step by step by you, to find what no run reaches and where a run gets stuck. Today, previews step through one conversation, quest or story at a time.

  • Project

    • Engine export adapters

      Built-in exporters for Unity, Unreal Engine, Godot and RPG Maker, plus generic JSON, XML and custom formats. Today, you load the project's files into your engine with code of your own.

    • Version control inside the app

      Earlier versions of your project compared with the current one, with each change shown as the quest, line or rule it touches where possible. Today, each system keeps its own files, so your version control shows a rules change apart from a dialogue change.

Have a say in what comes next

Supporters on Patreon help set the priorities.