Pilgrim Quest - Current Build v0.6

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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

thx for the feedback :w00t:
Kristycookie wrote: Wed Aug 09, 2017 7:27 pmI would really enjoy seeing some rapid edging, pushing the player to their limits. I'm excited to see what is involved in making an encounter and maybe creating some custom ones of my own.
definitly a good idea for an encounter... :whistle:
Kristycookie wrote: Wed Aug 09, 2017 7:27 pmI'm also kind of curious what purpose the categories of images/cards serves exactly...
not sure what you mean. The categories for random images? Just a way to keep your images a bit organized and decide which ones to use for the game.
Mr.styr wrote: Wed Aug 09, 2017 8:17 pmBut sadly, I can't download additional media, because 2Gb is too much for free mega quota.
See answer from justaguy82. This should solve your problem.
justaguy82 wrote: Thu Aug 10, 2017 1:00 amI really like the idea of the mood changes for the goddess, my only question is that if, for example, she is in an ambitious mood (shrine tells you to "expect denial") is denial 100% guaranteed, or just a very high probability? I don't particularly mind one way or the other, just curious how it works behind the scenes. :-D
It depends :innocent: Personally i like if there is still a (at least small) chance / risk for other endings. So i wouldn't want a "100% guaranteed" mood. "Endings" are saved as a loot table and use the "weighted random selection" algorithm to decide which one to pick. Each ending has a base weight. The higher the weight, the higher the chance to get picked and zero weight means no chance at all. Before applying the alorithm, all the different modifiers will be added (or subtracted) from the base weight of each ending. At the moment these include the daily mood of the goddess, the chosen ritual chamber and the amount of energy you bring into the ritual. So even if the mood strongly prefers denial, with the right ritual chamber and enough energy to offer, you still can turn the chances in your favour.
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Re: Pilgrim Quest

Post by Mr.styr »

d3vi0n wrote: Thu Aug 10, 2017 4:58 am
Mr.styr wrote: Wed Aug 09, 2017 8:17 pmBut sadly, I can't download additional media, because 2Gb is too much for free mega quota.
See answer from justaguy82. This should solve your problem.
justaguy82 wrote: Thu Aug 10, 2017 1:00 am
Mr.styr wrote: Wed Aug 09, 2017 8:17 pm But sadly, I can't download additional media, because 2Gb is too much for free mega quota. May be somebody create a torrent for this? :blush:
On a free account, the quota should be 5Gb per 6 hours. However, if you use the MEGAsync application, you can bypass the download quota even on a free account.
TY, I've got it :w00t: :-D
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Re: Pilgrim Quest

Post by flash1338 »

Really great idea and execution!

I love the style and the fact that you can buy items and everything is random! :thumbsup:
Looking forward to how this will grow...

I was asking myself, how it'd be possible to change quests according to my tastes (I'm a coding noob).
I've already seen that you are looking for CH-vids to use for encounters, and I really like that idea.

I'm 100% sure that this will turn out great and thank you so much for doing this!
:wave: I'm the author of 'Plumber's Life' and currently working on a whole new tease. Feel free to pm me for suggestions! :wave:
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Re: Pilgrim Quest

Post by Ambossli »

I was asking myself, how it'd be possible to change quests according to my tastes (I'm a coding noob).
Not yet all information but to change things read this thread Pilgrim Quest MODS & TUTORIALS

And since i'm not sure it is in there yet. Here a small explanation how to do it.
It is very simple. You have find the file quests.js (in /PilgrimQuest/scripts/)

There should be lines look like this(underlined text are my comments and not in the orginal file)
Spoiler: show
{
Set: "Core",
subfolder in /PilgrimQuest/quests/
ID: 1,
the card in the subfolder named 1.jpg
Reward: 25,
how much energy the quest offers
Text: "mark visions with a <span class=\"tag\">single beauty watching you</span> and edge for them",
what the quest is aboutTdisplayed text
Tags: ["single beauty watching you"]
what the quest is about
},
hope i could help


In my head Pilgrim Quest is more of are "rogue like" game, where you start your pilgrimage and see how long your pilgrim will survive this time... like a "highscore" hunt.
After this comment i had to try what happens if you lose.

It's nice to see the statics of the char, but to make a new one you have to "restart(reset)" the game it would be awesome if there would be a possible "high score list/dead character list" like in the old arcade games e.g. space invader
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Re: Pilgrim Quest

Post by candii »

when will the "battles" be "implemented"? please:)
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

candii wrote: Sat Aug 12, 2017 2:42 amwhen will the "battles" be "implemented"? please:)
its done when its done :evil: :whistle:

The framework for encounters is already implemented. So theoretically everybody could start writing and adding custom encounters right now. For me personally, i fist created all 50 encounter cards for my core set, but i will soon start to write my first encounters.

preview for encounters (feedback including suggestions for names or descriptions very welcome!):
Spoiler: show
Image

Image

Image

Image
Last edited by d3vi0n on Sun Aug 13, 2017 11:03 am, edited 1 time in total.
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Re: Pilgrim Quest

Post by Ambossli »

d3vi0n wrote: Sat Aug 12, 2017 8:46 am
The framework for encounters is already implemented. So theoretically everybody could start writing and adding custom encounters right now.
There is for me the problem I looked the xml files for the encounters up and I'm not sure oh they should look like/work

I thought since there implemented/"working" I just put some random JOI, Strip Videos or use some encounters from maze teases but I can't :(
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Re: Pilgrim Quest

Post by d3vi0n »

Without a short guide it might be a bit difficult to understand what you have to do. I will try to add a guide to the modding thread and a tutorial example for an encounter as soon as possible.

The "short" summary would be something like this:
  1. create an encounter card (.jpg) with the card template
  2. add an entry for your new encounter in encounter.js
  3. write your encounter.xml and copy needed additional content
  4. include the encounter.xml into PilgrimQuest.xml
  5. (optional) if you wrote additional .js or .xml files you need to include these as well
Last edited by d3vi0n on Sun Aug 13, 2017 11:24 am, edited 2 times in total.
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Re: Pilgrim Quest

Post by d3vi0n »

the next patch for v0.5 already includes the following changes:
  • Every new character gets 1 "Village Stone" and 1 "Scroll Of Summoning" as starting items
  • Added 46 more encounter cards (50 in total now... all needed encounter cards for core set).
  • Added custom encounter "Miss Tutorial" to help players creating their own custom encounters
  • Changed vEncounterArray to a loot table, allowing customization how rare a specific encounter is
  • Fixed a bug causing an error when random media folders have no subfolder
  • Made some code enhancements and some text / card changes
Before i finish and upload the next version, i want to discuss with you my custom encounter "Miss Tutorial":

Image

"Miss Tutorial" is not a real encounter who wants to tease you. Instead she wants to help you writing your own custom encounters. She won't teach you how to write GuideMe scripts, but she will help every player who wants to create his own custom encounters and add them to the game.

I already have her filled with some helpful content, like:

A longer tutorial "How to create your own custom encounter":
Spoiler: show
Image

Image

Image

Image

Image

Image
An example "How to utilize different image sets in encounters":
Spoiler: show
Image

Image

Image

Image
An example "How to utilize random folders in encounters":
Spoiler: show
Image

Image

Image

Image

Image
I still want to create more helper functions to make writing custom encounters easier
And i also want to add some more examples. I'm thinking about some of these:
  • Example: "How to utilize metronomes & timers in encounters"
  • Example: "Dialogue and randomizing teasing instructions"
  • Example: "Teasing and Scoring in encounters"
Maybe i will even integrate a more complex full GuideMe tease, to showcase,
that really anything is possible within an encounter

What do you think about that? Any more ideas or suggestions for "Miss Tutorial"?
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Re: Pilgrim Quest

Post by Ambossli »

Looks very good from what the pictures show, but I have to see it in guidme/notepad++ and try it myself
that's because I can read the code and can than change it to my liking otherwise I have no idea of the syntax;)
If you want you can send it and I have a look and can give you better feedback were are problems.
I learn Delphi for 3 years a few years ago and hat half a year an introduction to c. So my coding experience are very low many things forgotten.

Next to suggestions:
I like the idea of getting start items and don't like it if I'm remember correctly those two items are worth 700 or 800 energy point's and that's a lot.
maybe changing the start in different difficulties. Something like
easy: 1 "Village Stone" and 1 "Scroll Of Summoning"
medium: 1 "Scroll Of Summoning"
hard: none
or you can customize it in the config file?

and because I'm not sure you read that Idea early
In my head Pilgrim Quest is more of are "rogue like" game, where you start your pilgrimage and see how long your pilgrim will survive this time... like a "highscore" hunt.
After this comment i had to try what happens if you lose.

It's nice to see the statics of the char, but to make a new one you have to "restart(reset)" the game it would be awesome if there would be a possible "high score list/dead character list" like in the old arcade games e.g. space invader
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Re: Pilgrim Quest

Post by d3vi0n »

Ambossli wrote: Sun Aug 13, 2017 11:59 am and because I'm not sure you read that Idea early (...)
No worries, I've seen your suggestions ;-) thx... :wave: They are already added to my endless growing "nice to have" list. :innocent: Same goes now for the difficulty settings for character creation... :w00t:
Ambossli wrote: Sun Aug 13, 2017 11:59 amIf you want you can send it and I have a look and can give you better feedback were are problems.
You have a PM :whistle:
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Re: Pilgrim Quest

Post by d3vi0n »

Okay... v0.5 should be ready within the next week! :wave:

For all who can't wait, i will link an internal test version v0.4.8 here: mega.co.nz (153 MB) :whistle:

the test version already has the following changes:
  • Every new character gets 1 "Village Stone" and 1 "Scroll Of Summoning" as starting items
  • Added 46 more encounter cards (50 in total now... all needed encounter cards for core set).
  • Added custom encounter "Miss Tutorial": Serves as tutorial for creating custom encounters
  • Added a fixed set of metronome audio files and vBeatTable in config.js to allow easier customization for them
  • Fixed a bug causing an error when random media folders have no subfolder
  • Made some code enhancements and some text / card changes
Image

To find "Miss Tutorial", use your "Scroll Of Summoning" after character creation. She teaches how to create your own custom encounters (although she won't teach you how to write GuideMe scripts) and offers a tutorial and different examples for some basic concepts. I already have her filled with some helpful content, like:

A longer tutorial "How to create your own custom encounter":
Spoiler: show
Image

Image

Image

Image

Image

Image
An example "How to utilize different image sets in encounters":
Spoiler: show
Image

Image

Image

Image
An example "How to utilize random folders in encounters":
Spoiler: show
Image

Image

Image

Image

Image
An example "How to utilize random metronomes in encounters":
Spoiler: show
Image#

Image

Image
I still want to create more helper functions to make writing custom encounters easier and i also want to add some more examples for "Miss Tutorial" before making it a version v0.5. Maybe i will even integrate a more complex full GuideMe tease, to showcase, that really anything is possible within an encounter.
Try GuideMe to play Milovana Teases offline or create your own offline teases with highres images and videos...
Look at Hearts Club or Pilgrim Quest or My Succubus if you wanna see whats possible with GuideMe...
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Re: Pilgrim Quest

Post by Ambossli »

So since d3vi0nwas so friendly to let me play around with the tutorial encounter early today.
I made an very basic encounter myself.

It will just be played a random video and a random beat is added.
The media in the file is just an example. There are 3 different subfolders \PilgrimQuest\encounter\ambossli\1\hostess

there you can put pictures and videos(extra subfolder) in it
The encounter will then choose one of the 3 hostess chose a random picture in there and a random video from the video subfolder

if you want to change names of the folders or add more you have to make changes in 1.js located in \PilgrimQuest\encounter\ambossli


You should load first version v0.4.9
I don't have any data in the zip which I didn't change
Download

update: Link updated contains now the second one too. for more about this Post

update: Link updated contains now the second one updated. more about the update Post
Last edited by Ambossli on Fri Aug 18, 2017 8:52 am, edited 5 times in total.
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Re: Pilgrim Quest

Post by d3vi0n »

Great ... the first user created encounter :w00t: Tried it and your "Video Nymph" worked without problems... :wave: But maybe we should use Pilgrim Quest [MODS & TUTORIALS] to share (and discuss) our own mods in the future. :whistle:

One question i didn't solve so far for my future plans for Pilgrim Quest: How to make "organizing mods", espacially custom encounters easier. For now i don't know how to avoid adding the <include ...> line for every new custom encounter in the main PilgrimQuest.xml and how to avoid adding a new encounter entry in encounter.js. In the current state of Pilgrim Quest, you always have to manually edit these two files when you install new custom encounters or remove / change existing encounters. I would love a solution where i just can "copy" a custom encounter into my PilgrimQuest folder without editing anything. For encounter.js I have some ideas. But i have no idea how to avoid the <include ...> in the main script.
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Re: Pilgrim Quest

Post by c4v4nedge »

d3vi0n, just stopping by to say that this game looks like it will be fantastic and to offer some extra support and encouragement. I love what you've made so far and can't wait for new updates. I found a generous user who was willing to provide a registration code just so I could join the site and let you know that your efforts are appreciated. Good luck with the rest, and I hope to find a way to contribute in the future :-)
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