Quoting Alientude from another thread...
You're going to have to be more specific than "some aspects." I can't think of anything that would be difficult to implement into HLC; at least, not more difficult than any other system.
OK, first thing, I am not a programmer, so everything I am talking about is from seeing how it works between the two iterations, program classic and the new app. It also is going off of information that Code Monkey folks dipped into when explaining the the evolution to their new (never released) character creation forge that would have been the successor to Etools.
Herolab has been around for awhile, and while it is adaptive and able to do a lot of what is needed to build characters for the user, the program is coming to a point where it is hitting a plato like Etools had done in 3.5. Some of the more complicated rules are being worked around as Lonewolf tries to impliment a better way to effect them.
Some examples are having feats that have multiple entries for branching effects, like the shifter's having Dark Vision instead of other choices, Templates being used within the adjustments tab instead of adding it in like an additional class/monster feature, and some things with the newer classes like the Shifter and Kinestist.
The app seems to have a different approach to this, and likely will be able to implement these rules and options in a better way. I still think the App (HLO) has a ways to go before being up to the point that it is on par with the program, but that is only a matter of time and resources.
Yes, Herolab Classic (Program) is still the better product, for now, but the game has evolved and grown, just as 3.5 had (quickly) outgrown Etools. Herolab Classic can do PF1 really well, but I have a feeling that Starfinder and to an extent, the PF2 system that it pulled from, had some things that it need some help on, and though I think an offline program would have been preferable, the online app seems better able to effect the overall character creation and has room to grow where the old program might have hit a wall.
There are some things that need some attention, to be sure, like the character sheet missing information for organized play, stats using modifiers as the main numbers like M&M, and the SF Stamina and HP boxes being switched from the position it has on the character sheet in the book. There should also be an offline character file to access for those who don't have wifi all the time, like at conventions or when power is out.
That will hopefully be addressed at some point, along with Starship stats. I know that the next iteration of a program will work with newer tech, smoother interfaces and improved integration of materials. I had hoped Herolab 2.0 would have been a program instead of a browser app, much like what Code Monkey had hoped to do with Hero Forge (or whatever they would have called it). Going to an online model backtracked some things in my limited understanding, but also freed up some open design space to get the App some room to grow.
Yes, there are some things Herolab Classic had some trouble with, we saw this well before Herolab Online came out, and it is more pronounced with the some of the last books of PF1
You're going to have to be more specific than "some aspects." I can't think of anything that would be difficult to implement into HLC; at least, not more difficult than any other system.
OK, first thing, I am not a programmer, so everything I am talking about is from seeing how it works between the two iterations, program classic and the new app. It also is going off of information that Code Monkey folks dipped into when explaining the the evolution to their new (never released) character creation forge that would have been the successor to Etools.
Herolab has been around for awhile, and while it is adaptive and able to do a lot of what is needed to build characters for the user, the program is coming to a point where it is hitting a plato like Etools had done in 3.5. Some of the more complicated rules are being worked around as Lonewolf tries to impliment a better way to effect them.
Some examples are having feats that have multiple entries for branching effects, like the shifter's having Dark Vision instead of other choices, Templates being used within the adjustments tab instead of adding it in like an additional class/monster feature, and some things with the newer classes like the Shifter and Kinestist.
The app seems to have a different approach to this, and likely will be able to implement these rules and options in a better way. I still think the App (HLO) has a ways to go before being up to the point that it is on par with the program, but that is only a matter of time and resources.
Yes, Herolab Classic (Program) is still the better product, for now, but the game has evolved and grown, just as 3.5 had (quickly) outgrown Etools. Herolab Classic can do PF1 really well, but I have a feeling that Starfinder and to an extent, the PF2 system that it pulled from, had some things that it need some help on, and though I think an offline program would have been preferable, the online app seems better able to effect the overall character creation and has room to grow where the old program might have hit a wall.
There are some things that need some attention, to be sure, like the character sheet missing information for organized play, stats using modifiers as the main numbers like M&M, and the SF Stamina and HP boxes being switched from the position it has on the character sheet in the book. There should also be an offline character file to access for those who don't have wifi all the time, like at conventions or when power is out.
That will hopefully be addressed at some point, along with Starship stats. I know that the next iteration of a program will work with newer tech, smoother interfaces and improved integration of materials. I had hoped Herolab 2.0 would have been a program instead of a browser app, much like what Code Monkey had hoped to do with Hero Forge (or whatever they would have called it). Going to an online model backtracked some things in my limited understanding, but also freed up some open design space to get the App some room to grow.
Yes, there are some things Herolab Classic had some trouble with, we saw this well before Herolab Online came out, and it is more pronounced with the some of the last books of PF1