Pilgrim Quest - Current Build v0.6

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d3vi0n
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Re: Pilgrim Quest - Current Build v0.6

Post by d3vi0n »

So here is the thing...

I started to write my first "real" encounter for Pilgrim Quest (after Miss Tutorial) a while ago and it very quickly got way out of hand (more complex and time consuming than the whole Pilgrim Quest itself). I finally realized that I tried to add to many things into this encounter which I missed in the basic Pilgrim Quest. In the current Pilgrim Quest there is no “personal connection” between the player and his goddess. The goddess never personally shows herself or guides the player in an active way. The free exploration also feels a bit random and passive while lacking a sense of progression at the same time. Since this realization I’m thinking about altering the basic structure of Pilgrim Quest without losing the idea behind it.

It is possible that I will have some time at the beginning of next year. But before I start working on anything, I wanted to discuss this with you and get some feedback.

Basic idea: “Pilgrim Quest” evolves into “My Succubus”:

The player is a normal human living in today's modern world searching for an escape from his ordinary life. Interested in ancient long lost knowledge, he one day gets his hands on a mysterious book that promises to open a portal to another realm full of exciting adventures and alluring temptations.

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As he starts to perform the ritual he summons a Succubus to his bedroom. The beautiful demon offers him the chance for a life in endless sexual bliss in the realm of sinful pleasures together with her as his own personal Succubus and guiding Mistress. She promises to take him to orgasmic heights he never dreamed possible. He just has to complete the ritual giving her a name and binding his soul to her will. Also he has to take a sacred vow to only feed her with his sexual energy and cum from now on (so no sexual stimulation or orgasm outside his adventure with his succubus anymore). Should he ever break his vow, she will take his soul sucking him completely empty in one last deadly orgasm. But there is no reason for any concern as long as he follows her caring guidance through the realm of sinful pleasures. Once the ritual is completed, the player is bound to his Succubus for the rest of his life.

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From now on the player can summon his Succubus once a day and enter the realm of sinful pleasures.

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Starting his adventure for the day the Succubus will present him a choice between two different locations.

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After the player decides which one to enter he has to explore this location until he finds the shrine at the center. He can’t leave this location (or end the tease for this day) before that. After he successfully reached the shrine at the current location, he can summon his Succubus and ask her to give him a choice for two new locations (and continue the tease) or bring him back to his reality (and end the tease for the day). At the shrine he also can start the feeding ritual. In this case she will tease him one last time for the day ending with an agonizing countdown while riding him on the edge and deciding if and how she wants to feed. One important factor for her decision will be her current mood (see here for some ideas regarding a more dynamic mood system).

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During his exploration his Succubus will send him many erotic visions, building his arousal and filling his balls with cum until it is time to feed her. From time to time during his adventure she will appear before him challenging him to prove that he is worthy of his sacred vow to her or to offer some special care for his cock or balls.

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He also will have to resist deadly temptations from different kinds of sex demons and solve all kinds of hurdles along his way. While challenges from his Succubus might be optional and improving his chances at the end, battles with other sex demons will be potentially deadly as they try to convince him to break his vow while teasing him merciless at the same time.

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To successfully explore a location (and find the shrine at the center) the player has to actively work his way through a number of “slides” by completing a set amount of strokes for each slide, either by counting them manually or by following an optional metronome. Each slide represents an “erotic vision” send by his Succubus combined with a fitting taunt from his Succubus. Edging during exploration is optional and builds some bonus energy. During his exploration he also might encounter different randomized events.. “Good” events could be bonus challenges from his Succubus. “Bad” events could be other sex demons. Or he might meet a traveling merchant or find a dungeon entrance. Some events are optional (and can be declined), some are mandatory to progress the location and get to the next slide. Different types of events could be tied to different types of locations. Events and Locations could be categorized by difficulty, length or type.

What do I hope to accomplish with this reworked structure for me as a player:
  • The new setting helps with my immersion. Instead of a foreign pilgrim from an unknown world, it is now “me” who summons a Succubus and makes a deal. Playing the tease means summoning my Succubus and starting my daily journey into the other realm. So even if I’m not playing, I’m still “in character” waiting for my next chance to summon my Succubus.
  • My Succubus has a personal connection to me, similar to the main mistress in Tease AI. She introduces me into the realm of sinful pleasures, guides me through every location, challenges me from time to time in person and decides my final outcome. I can customize my Succubus with picture sets from my favourite porn stars. As a Succubus she is able to change her appearance at anytime, so sets from different girls for my Succubus are no problem. She is my main companion (and source of the “story”) while other sex demons are temptations which I will have to fight.
  • Exploration now requires me to actively accomplish goals (stroke through slides, complete events) and make more decisions (which location to explore next, what to do with my Succubus at the shrine, when to start the ritual). It also eliminates “bad luck” for finding villages and ritual chambers, because I always have a clear progression to the next shrine which guarantees me the option to end the tease or to start the feeding ritual. Quests aren’t necessary anymore because exploring a location in itself is now a quest and short events (like challenges or battles) add individual flair to each location.
Enough rambling for now… What do you think?
Last edited by d3vi0n on Fri Dec 22, 2017 8:18 pm, edited 1 time in total.
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Re: Pilgrim Quest - Current Build v0.6

Post by ospray »

This all sounds great! I really like the idea, and even V0.6 has been fun. Thank you for all the hard work!
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Re: Pilgrim Quest - Current Build v0.6

Post by Mr.styr »

Sonds like a brilliant ideas :w00t:
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Re: Pilgrim Quest - Current Build v0.6

Post by meowww »

All of this Sounds awesome as usual, but is it just me or does this Idea of "My Succubus" sounds alot like a combination of Pilgrim Quest and Hearts Club? That of course is nothing bad, i am just wondering xD
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Re: Pilgrim Quest - Current Build v0.6

Post by d3vi0n »

thx for the nice comments :w00t: :wave:

@meowww
you're totally right. :yes: That is my personal taste. I have this one "perfect" tease concept in my mind since I started writing teases on Milovana. I'm slowly expanding my very limited writing and programming skills with every project. Nowadays with GuideMe and Javascript there are not many technical limitations anymore in what you can achieve with a tease. So I'm starting to getting closer to my idea refining the concept with every new step... :whistle:
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Re: Pilgrim Quest - Current Build v0.6

Post by c4v4nedge »

I really, really like this concept. The only bit that doesn't seem amazing is the once-a-day part - I'd love if that were optional so I could, for instance, play 11:00PM - 1:00 AM one evening and play again at Noon the next day.
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Re: Pilgrim Quest - Current Build v0.6

Post by justaguy82 »

Sounds awesome. If you do get around to working on this, I look forward to trying it out. So far with Hearts Club and Pilgrim Quest you are 2 for 2 in my book, so I know you'll make something great.
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Re: Pilgrim Quest - Current Build v0.6

Post by bobhill »

This is great to hear! When I first played PQ, I was concerned about the 'random' nature of the Exploration, but after playing I have really enjoyed the game as it is setup. Nonetheless, I think this will add a really nice aspect to the game with the added 'layer' above just the exploration. It's like in desertfox's random mazes - the maze and encounters are really fun, but the challenge of learning about the rituals and uncovering the main story keeps you going back for more. Your proposed scheme of progressing through a location to find the shrine - and then having a choice of ritual or moving to next location sounds great. I agree that randomly finding a ritual chamber as currently structured can be 'bad' good luck. :lol:

However, I will say that, depending on the gameplay within a location that keeping 'quests' might be useful? If there are series of random images, I do like having the anticipation of hitting a 'quest' image and having to do an edge. Also, I like the option of having free edges, for when I have a really sexy slide and want to do an edge. Just my two cents! :-D

Thanks for all your creative ideas and excellent work! :wave:
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Re: Pilgrim Quest - Current Build v0.6

Post by d3vi0n »

bobhill wrote: Wed Dec 27, 2017 9:57 pmHowever, I will say that, depending on the gameplay within a location that keeping 'quests' might be useful? If there are series of random images, I do like having the anticipation of hitting a 'quest' image and having to do an edge.
We'll see. Events (challenges from your succubus or battles against sex demons) would replace quests. You already have to actively do a number of strokes to progress the slide and the location until the next event hits you. An event could be as simple as "do 2 edges for me". So "having to do an edge" would be still there.
bobhill wrote: Wed Dec 27, 2017 9:57 pmAlso, I like the option of having free edges, for when I have a really sexy slide and want to do an edge.
That will definitely stay in the game as an optional part of exploration.

Some more ideas floating around my head at the moment:
  • Every day when starting a new session the player can wish for a specific ending (denial, ruin, cum). This might raise chances for this ending for the day or it might do the exact opposite if his succubus is in a bad mood.
  • What about a "daily bonus challenge" when starting a new session? Promising at least "x" edges to the succubus and fulfilling this promise might raise the chances to get his wish (for a specific ending for the day).
  • When successfully feeding his succubus during a ruined or full orgasm the affection of the succubus (a hidden trait) might raise. So over time it will become more likely that she will fulfill his wish (for a specific ending for the day).
  • Denial is part of the build up. So with every day of build up, the hunger of his succubus (a hidden trait) grows some more and influences events and chances for endings during the ritual.
  • The player can name "his" succubus during the bonding ritual in the introduction to further the personal connection and the succubus will get some random hidden traits at the start of the game which will influence certain things. So maybe the succubus has a favourite "cum day of the week". In result every new game would be slightly different, because the succubus might have different hidden traits.
  • Adding an option for "unrestrained" mode when starting a new game. In unrestrained mode there is a chance the succubus decides to suck the player empty and kill him during a full orgasm (because she is to excited to leave any energy and cum in him). So the player should be careful if and when to ask for an orgasm. Maybe there would be also a random hidden character trait for his Succubus to determine how likely this "bad ending" is. So the player can't be sure how real this danger with his succubus is.
  • The player has to enter his zodiac sign and birthday when starting a new game, used for some "special events" during certain dates in the year. Maybe at his birthday she will reward him with a guaranteed (and safe) orgasm or something similar.
  • I still can't let go the idea of adding achievements ... not sure which achievements exactly (survived x days with his succubus?)


And for taunts... I would love to go for a style like this (although this would require some serious writing):

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"My body makes you feel so dirty, doesn’t it? So many naughty thoughts floating around in your head making your cock so deliciously hard. Let’s fuck them right out of you, shall we? Sometimes the best thing to do is give in. How do you like having yourself buried deep inside me? It’s even better than you imagined isn’t it? My hips pushing us both closer and closer to orgasm. I don’t know about you, but I’m almost ready to cum. Just a few more thrusts and you’ll be mine."

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"You are so close to the edge, aren’t you? Every stroke of my pussy on your supercharged cock sends a wave of pleasure to every nook and cranny of your body. You can’t hold on much longer can you? It’s okay, darling. Cock was made to be enjoyed and I am going to milk yours for every last drop."

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"Let go of your hesitation. Give in to your primal urges and ram yourself deeper and deeper into me. Yes, harder. There’s nothing like it, is there? Two bodies locked together racing towards one final moment. Lose yourself within me!"
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Re: Pilgrim Quest - Current Build v0.6

Post by Ambossli »

Sounds not bad if I interpreted everything correctly even if I really like the pilgrim idea as fantasy pen and paper player.

So then I have a few thoughts:
I think different succubus "realms" would be nice so you can choose at the beginning from different succubus types as your new "goddess". should definitely customizable so others can make new goddesses.

Then the shrine at the end of a location could be from different succubus "realms" so it easier or more difficult to summon your succubus e.g. if it is a shrine of the right realm it works with 100% to summon your succubus if it is not the right shrine there is a 50% chance you summon another succubus which will try to break your vow.

and a question
Or he might meet a traveling merchant or find a dungeon entrance.
So items will still be a thing?
And for the dungeon entrance if you want to keep the "maze addon" i implemented you should know in the moment I rewrite the encounters so I can get rid of the script engine (1/4 is already rewritten) so it will run more stable
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Re: Pilgrim Quest - Current Build v0.6

Post by meowww »

d3vi0n wrote: Thu Dec 28, 2017 7:47 pm [*]I still can't let go the idea of adding achievements ... not sure which achievements exactly (survived x days with his succubus?)[/list]
All of this can be Multi Achievements (100/200/300 etc.)

- Stroked X Times

- Edged X Times

- Feed X Times

- Denied for X Days

- Survived Temptation X Times

- Clicked Button X Times

And then there also could be some hidden items or some interactions that lead to an Achievement?

- Completed Event (For Example Birthday Event/Finishing a maze etc.)

- Found Item X (What do i know the Golden Dildo)

- With this there could be a Collection Achievement (Collected 25/50/75/100% Items)


That´s pretty much all i can thing of for now xD
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d3vi0n
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Re: Pilgrim Quest - Current Build v0.6

Post by d3vi0n »

Hey... thx for the feedback (and for the hard work on modding Pilgrim Quest)! :w00t: :wave:
Ambossli wrote: Fri Dec 29, 2017 5:50 pmSounds not bad if I interpreted everything correctly even if I really like the pilgrim idea as fantasy pen and paper player.
Oh, but the basic concept doesn't change at all. Your "goddess" just is a more active presence in the game now.
Ambossli wrote: Fri Dec 29, 2017 5:50 pmI think different succubus "realms" would be nice so you can choose at the beginning from different succubus types as your new "goddess". should definitely customizable so others can make new goddesses.
I will be happy if i get my main succubus and her events ready. But yeah... i hope to expand on the customization and keep to possibility open to add different Succubus to choose from, when starting a new game.
Ambossli wrote: Fri Dec 29, 2017 5:50 pmThen the shrine at the end of a location could be from different succubus "realms" so it easier or more difficult to summon your succubus e.g. if it is a shrine of the right realm it works with 100% to summon your succubus if it is not the right shrine there is a 50% chance you summon another succubus which will try to break your vow.
Interesting idea. Will keep that in mind. Thx! :w00t:
Ambossli wrote: Fri Dec 29, 2017 5:50 pmSo items will still be a thing?
Definitely.
Ambossli wrote: Fri Dec 29, 2017 5:50 pmAnd for the dungeon entrance if you want to keep the "maze addon" i implemented you should know in the moment I rewrite the encounters so I can get rid of the script engine (1/4 is already rewritten) so it will run more stable
Nice! Yeah... I want to keep the great work you already invested in making the maze addon.
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Re: Pilgrim Quest - Current Build v0.6

Post by d3vi0n »

meowww wrote: Fri Dec 29, 2017 7:15 pm
d3vi0n wrote: Thu Dec 28, 2017 7:47 pm [*]I still can't let go the idea of adding achievements ... not sure which achievements exactly (survived x days with his succubus?)[/list]
All of this can be Multi Achievements (100/200/300 etc.)

- Stroked X Times

- Edged X Times

- Feed X Times

- Denied for X Days

- Survived Temptation X Times

- Clicked Button X Times

And then there also could be some hidden items or some interactions that lead to an Achievement?

- Completed Event (For Example Birthday Event/Finishing a maze etc.)

- Found Item X (What do i know the Golden Dildo)

- With this there could be a Collection Achievement (Collected 25/50/75/100% Items)


That´s pretty much all i can thing of for now xD
Thats a lot you can think of for now :D Thx for these ideas! :w00t: :wave:
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Re: Pilgrim Quest - Current Build v0.6

Post by d3vi0n »

I'm playing around with my card template to see where it might lead me and what card types I might need to evolve Pilgrim Quest into My Succubus... For example i added 5 circles to mark a vague "difficulty" rating for every card.

Changed the border for exploration cards (locations) to get a nicer look. The difficulty for exploration could indicate either a very long location (takes i while to explore) or a location with difficult events (like sex demons). Could be nice to have the player guessing which one it is when he first discovers a new exploration card.

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Ritual shrines at the end of a location could look like this. Difficulty here might indicate a harder ritual, countdown or it could influence the chances for the outcome in some way. Not exactly sure how and what to do here at the moment.

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"Story events" like the tutorial or the daily (bonus) challenge also got a fancy border, but no difficulty for them. This goes also for the bonus challenge, because I'm thinking, the player has to choose the number of edges he promises himself, choosing a difficulty for him this way. More edges means higher bonus at the end but then he committed and has to deliver.

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My Succubus cards would be (often optional) challenges from your succubus. The artwork might indicate the type of content awaiting the player (in this case for example blowjobs on the left and red heads on the right).

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And the good old Sex Demon cards work the same basic way as My Succubus cards but aren't optional.

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Re: Pilgrim Quest - Current Build v0.6

Post by bobhill »

Looks amazing - can't wait! :whistle: :-D
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