Before the crash there was a thread with some information regarding Evolution, so figure it was time to catch everyone up to speed. We now have 4 different screen shots to offer to give an idea of the direction things are heading and also looking for feedback as well.
History
After creating NPC Designer I realized some pretty hefty design flaws were at the foundation and it would not be able to handle some of the things users desired; Saving and loading of the NPCs and massive edits. While great for creating an NPC, these flaws created a weak area for campaign usage. Data seems to be the number 1 issue for all d20 applications, except CMP and PCGen. So in December I sat down with design notes for NPC Designer (700+ pages) and started working on, what would the next tool look like. Thats how I came up with the Code Name: Evolution
Evolution
With Evolution the first step was to humble myself, PCGen is perhaps the most worked digital data in the industry so rather then try and re-invent the wheel lets start there. Taking their SRD portion I started creating what I refer to as Code Generators that read in LST Format data and then create Evolution source code. While I cannot say for every dataset, those that I have purchased thru CMP have all worked perfectly in the Code Generator. The User Interface was the next hurdle, creating a dynamic interface that the user can control. Everything you see on the main interface is controled by external information that users can change. If you do not wish to use Alignment in your game you don't have to and in fact it won't even show up. If you wish to create something completely unique, you can as well and it will be as if it was created to handle it. There are no limits to the amount of classes, levels, templates or any of those things commonly found in applications. Epic material is not being looked at as a , will do later but instead being addressed at the very beginning, same with Monster Advancement. One of the biggest mistakes I made with NPC Designer, I handled the PHB related information first and then did monsters and other things. In Evolution I am starting with the monsters and then building upon that.
One of the key steps is moving away from just a generator, each section as you will normally find in a char gen will have its own user interface but it will have dual functionality. You can either handle all or some of the selections and then leave all, some or none left to the AI to select. As in the skill interface, you will notice some of the key generator values available to be changed by you. Thats the idea of Evolution though, stripping away the seperation of things and merging them into one entity that works with the user rather then restricts.
Screenshots
Now that I have finished a ton of the foundation code things are moving smoothly and a new screen shot is being made available usually once if not a few times a week.
(This is not even close to being done but does serve my need to see whats going on)
I am starting on the Arms and Armor UI today so it should be available in a few days.
Any opinions or questions?
History
After creating NPC Designer I realized some pretty hefty design flaws were at the foundation and it would not be able to handle some of the things users desired; Saving and loading of the NPCs and massive edits. While great for creating an NPC, these flaws created a weak area for campaign usage. Data seems to be the number 1 issue for all d20 applications, except CMP and PCGen. So in December I sat down with design notes for NPC Designer (700+ pages) and started working on, what would the next tool look like. Thats how I came up with the Code Name: Evolution
Evolution
With Evolution the first step was to humble myself, PCGen is perhaps the most worked digital data in the industry so rather then try and re-invent the wheel lets start there. Taking their SRD portion I started creating what I refer to as Code Generators that read in LST Format data and then create Evolution source code. While I cannot say for every dataset, those that I have purchased thru CMP have all worked perfectly in the Code Generator. The User Interface was the next hurdle, creating a dynamic interface that the user can control. Everything you see on the main interface is controled by external information that users can change. If you do not wish to use Alignment in your game you don't have to and in fact it won't even show up. If you wish to create something completely unique, you can as well and it will be as if it was created to handle it. There are no limits to the amount of classes, levels, templates or any of those things commonly found in applications. Epic material is not being looked at as a , will do later but instead being addressed at the very beginning, same with Monster Advancement. One of the biggest mistakes I made with NPC Designer, I handled the PHB related information first and then did monsters and other things. In Evolution I am starting with the monsters and then building upon that.
One of the key steps is moving away from just a generator, each section as you will normally find in a char gen will have its own user interface but it will have dual functionality. You can either handle all or some of the selections and then leave all, some or none left to the AI to select. As in the skill interface, you will notice some of the key generator values available to be changed by you. Thats the idea of Evolution though, stripping away the seperation of things and merging them into one entity that works with the user rather then restricts.
Screenshots
Now that I have finished a ton of the foundation code things are moving smoothly and a new screen shot is being made available usually once if not a few times a week.


(This is not even close to being done but does serve my need to see whats going on)


I am starting on the Arms and Armor UI today so it should be available in a few days.
Any opinions or questions?
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