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Pilgrim Quest - Current Build v0.6
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- Mr.styr
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Re: Pilgrim Quest - Current Build v0.6
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Re: Pilgrim Quest - Current Build v0.6
I'm slowly building the prototype at the moment... Not sure how much time I will have the next weeks, but hopefully it will get me somewhere with this idea. I'm working at the moment at creating a flexible and modular system to link locations with events (my succubus, sex demons or other events).
Hope you can give me some feedback on this:
When a player progresses through a location exploring it, the game might decide it is time for an event. The game then will go through all events and ask every single event if it might apply to this location and the current state of the game. If the event answers with yes, the event comes into the list with "allowed events". After the game asked all events it will randomly pick one event out of the "allowed events" list and present it to the player.
So how can an event decide if it is an "allowed event" at the current moment? Some possible requirements for events:
But with this system we could add and remove @tags within the config files as we want while adding more locations and events without changing the game code itself. We would need to agree to a limited list of possible special conditions, because I will have to hardcode these directly into the game functions. So adding a new special condition requires more than just adding them to the config files. So if you have concrete suggestions... tell me please.
Here an example how the config could look like:
Possible entry for "Jungle Of Qos" in location list:
Possible entry for "Tendril Rose" in event list:
One thing I'm not sure about is, how to add different "weights" depending on different "tags". For example: A forest and a swamp location both might support the possibility for Elves to appear, but the chances should be higher with a forest location and lower with swamp location. Not sure how to translate this into the tag system for the config files.
One last thing regarding dungeons or random mazes. Because these might be to long as an event in a location, my internal prototype allows to easily add new exploration targets besides locations. So dungeons or random mazes could be an "addon xml script" and would be easily integrated with a new entry into the config file for the exploration loot table (which only contains one entry with "location" at the moment).
So... what do you think? Any ideas?
Hope you can give me some feedback on this:
When a player progresses through a location exploring it, the game might decide it is time for an event. The game then will go through all events and ask every single event if it might apply to this location and the current state of the game. If the event answers with yes, the event comes into the list with "allowed events". After the game asked all events it will randomly pick one event out of the "allowed events" list and present it to the player.
So how can an event decide if it is an "allowed event" at the current moment? Some possible requirements for events:
- Difficulty of locations and events have to match in some way. For example a level 3 location only can host events up to level 3. Or it could work more restrictive so that a level 3 location only can host level 3 events (but nothing lower or higher).
- I want using @tags for locations and events. A location might offer different @tags (for example @forest, @water, @magical ...) and an event might require certain @tags to be present at the current location. For example a "forest elf" might require a @forest and an @elven tag at the current location.
- A list of special conditions regarding the current state of the game, for example the current date, the current player energy and the current mood or hunger of his Succubus.
But with this system we could add and remove @tags within the config files as we want while adding more locations and events without changing the game code itself. We would need to agree to a limited list of possible special conditions, because I will have to hardcode these directly into the game functions. So adding a new special condition requires more than just adding them to the config files. So if you have concrete suggestions... tell me please.
Here an example how the config could look like:
Possible entry for "Jungle Of Qos" in location list:
Possible entry for "Tendril Rose" in event list:
One thing I'm not sure about is, how to add different "weights" depending on different "tags". For example: A forest and a swamp location both might support the possibility for Elves to appear, but the chances should be higher with a forest location and lower with swamp location. Not sure how to translate this into the tag system for the config files.
One last thing regarding dungeons or random mazes. Because these might be to long as an event in a location, my internal prototype allows to easily add new exploration targets besides locations. So dungeons or random mazes could be an "addon xml script" and would be easily integrated with a new entry into the config file for the exploration loot table (which only contains one entry with "location" at the moment).
So... what do you think? Any ideas?
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Re: Pilgrim Quest - Current Build v0.6
Really awesome that you develop the game so fast and passionate.
The System with taggs would mean there are many events needed per tag so it does not lack in variety but would be very nice if there are enough events.
I would suggest that a level 3 location can host level 3 and level 2 events so only one lower and no higher so there is some difference in difficulty but still adequate for the location.
And a weight system would be nice if you can implement that in the code at all.
Thank you for doing this for us!
The System with taggs would mean there are many events needed per tag so it does not lack in variety but would be very nice if there are enough events.
I would suggest that a level 3 location can host level 3 and level 2 events so only one lower and no higher so there is some difference in difficulty but still adequate for the location.
And a weight system would be nice if you can implement that in the code at all.
Thank you for doing this for us!
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Re: Pilgrim Quest - Current Build v0.6
I think it's a great idea combine all variants. Something like this:d3vi0n wrote: ↑Thu Jan 04, 2018 4:37 pm So how can an event decide if it is an "allowed event" at the current moment? Some possible requirements for events:
So... what do you think? Any ideas?
- Difficulty of locations and events have to match in some way. For example a level 3 location only can host events up to level 3. Or it could work more restrictive so that a level 3 location only can host level 3 events (but nothing lower or higher).
- I want using @tags for locations and events. A location might offer different @tags (for example @forest, @water, @magical ...) and an event might require certain @tags to be present at the current location. For example a "forest elf" might require a @forest and an @elven tag at the current location.
- A list of special conditions regarding the current state of the game, for example the current date, the current player energy and the current mood or hunger of his Succubus.
Good peaceful mood: level 1-2 events on any locations
Good playful mood: from -2 to +1 base on location level
Neutral playful mood: from -1 to +1 base on location level
Bad playful mood: from -1 to +2 base on location level
Bad demanding mood: level 4-5 events on any locations
+ Some items or actions that allow the piligrim not significant change Succubus mood in current day.
I don't know allows this GuideMe mechanic or not, but this is just an idea
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Re: Pilgrim Quest - Current Build v0.6
thx for the feedback... regarding @tags here another question:
My current prototype uses a system very similar to TeaseAI and the example in Miss Tutorial for Pilgrim Quest. The Succubus is in essence similar to a personality in TeaseAI and has her own #vocabulary and individual taunts (both saved and in text files similar to TeaseAI). She also has her own "My Succubus" events (small tease scripts similar to encounters in the current Pilgrim Quest or modules in TeaseAI) and her own image folders and sets used at various occasions. When writing dialogue for the taunt files for your Succubus (for example "stroke.txt") you can use #Vocabulary and @Tags similar to TeaseAI (see my detailed example in a previous post).
Besides general feedback to this system, I have one central question regarding dynamically at runtime created additional @tags or #vocabulary: Do you have any more ideas or wishes for these besides the examples above?
My current prototype uses a system very similar to TeaseAI and the example in Miss Tutorial for Pilgrim Quest. The Succubus is in essence similar to a personality in TeaseAI and has her own #vocabulary and individual taunts (both saved and in text files similar to TeaseAI). She also has her own "My Succubus" events (small tease scripts similar to encounters in the current Pilgrim Quest or modules in TeaseAI) and her own image folders and sets used at various occasions. When writing dialogue for the taunt files for your Succubus (for example "stroke.txt") you can use #Vocabulary and @Tags similar to TeaseAI (see my detailed example in a previous post).
- taunts are written and stored in text files very similar to TeaseAI (for example "stroke.txt"). Taunts can (but don't have to) include @tags or #vocabulary. @tags define in which situation a taunt can be used and #vocabulary are individual terms which will be replaced after the taunt is selected.
- add/Edit/Remove #vocabulary from the vocabulary subfolder for your Succubus just like in TeaseAI.
- every location or event offers it's own @tags (for example @forest). You can customize these editing the config files for locations and events with a text editor (including inventing completely new tags if you want).
- every media folder has its own individual "_tags.config" file, where you can define which individual set of @tags you want to allow for media in this folder. My prototype includes a tag editor where you can load the "_tags.config" file for a folder, assign @tags to specific media files in this folder and save these in a "_tagged.save" in the folder. You could also use a text editor to edit the "_tagged.save" manually. When adding or removing media or editing the "_tags.config", the script will automatically update the "_tagged.save".
- Some additionally @tags and #vocabulary will be dynamically created at runtime. These include at the moment things like "#UserName"/"#Location" vocabulary or @LocationName tags for every individual location. So if you want to assign a taunt to a specific location (maybe because it is a lore info for this location and only makes sense when you are at this location), you can use the Location Name as @tag (for example @LushForest) in this taunt. As another example you also can use #Location in the taunt, which will be replaced with the Location Name for the current location when displayed on the screen.
- When assigning a taunt (or dialogue line) to a page the tease compares the required @tags (if any) from the individual taunt to all available @tags from the current state of the game (for example from the currently displayed media or the current location/event or dynamically created additional @tags). A specific taunt is allowed, if all his required @tags are matched with currently available @tags.
Code: Select all
Great choice, #UserName. We will have so much fun together here. Go on and #StrokeStart for me! Exploration needs to be done.
Code: Select all
@Humid @Hot @Sweaty Oh boy, this humid and hot climate makes me all sweaty and wet already. I want to begin exploring. You need to #StrokeStart now!
Code: Select all
@JungleOfQos Did you know that the '#Location' is home of strange cum eating plant demons? I hope we can avoid these today. Please #StrokeStart #NickName!
Code: Select all
@Forest @Trail A trail through the forest? Let's explore it together. Grab your #Cock and #StrokeStart #NickName!
Code: Select all
@Cold @HardNipple Damn it's cold here. My nipples are getting hard already. We should not waste any time. You need to #StrokeStart now!
Code: Select all
@LookAtMe @Eyes You really want to explore '#Location'? Then look into my beautiful eyes and show me how hard your #Cock can get. #StrokeStart when you're ready to explore!
Code: Select all
@Grassland @Nude @Body @Pussy Hey #NickName, I bet you'd love to roll here through the grass with me, enjoying my hot nude body or ramming your aching hard #Cock into my tight #Pussy lying together on a soft fluffy grass bed? Go on, #StrokeStart now to begin exploring with me!
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Re: Pilgrim Quest - Current Build v0.6
On a quick side note... i'm considering making Kayden Kross the default Succubus...
She is just... y'know... uhm...
And i'm considering adding a few "Bad Endings" to give a Game Over a bit more "flair" using some text fragments from stories by M.E. Hydra (again: support him and his amazing stories).
Bad Ending (Example 1): Failing at some critical instructions
She is just... y'know... uhm...
And i'm considering adding a few "Bad Endings" to give a Game Over a bit more "flair" using some text fragments from stories by M.E. Hydra (again: support him and his amazing stories).
Bad Ending (Example 1): Failing at some critical instructions
- Spoiler: show
- Spoiler: show
- Spoiler: show
- Spoiler: show
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Re: Pilgrim Quest - Current Build v0.6
Perfect choice! I U
Hope Malena Morgan will be the next
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Re: Pilgrim Quest - Current Build v0.6
Everything you've been posting is getting me so hype. I'm excited to get my hands on this some day. Keep up the good work
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Re: Pilgrim Quest - Current Build v0.6
I'd love to know more information about the release... I'm enjoying it since it came out and I can't WAIT to get more haha
Re: Pilgrim Quest - Current Build v0.6
Great to see at least a bit interest in it. Every little feedback keeps the motivation going.
Although I can't promise anything at this point... No idea if or when a release could happen yet... I just keep working on the prototype whenever I have a bit time left and see where it is driving me. At the moment I'm working on making the tagging editor for media files as flexible and customizable as possible. Sadly my RL at the beginning of this year keeps me more busy than I hoped for ... So please stay very patient.
On that general note: What do you think? Is the following card a good title artwork for the game?
"A Succubus is a female demon which usually takes the form of a highly attractive seductress, teasing her mostly male victims with all kinds of sexual pleasures. She feeds on the arousal and cum of her prey draining his life energy until eventually consuming the whole soul. Originally it was believed, that Succubi only appear in dreams. But since the rift into H-space opened 6 years ago, there are numerous reports of Succubi physically crossing the border from their realm into our world. There are even rumors about some kind of summoning ritual."
EDIT: And here a small look at my current prototype:
Although I can't promise anything at this point... No idea if or when a release could happen yet... I just keep working on the prototype whenever I have a bit time left and see where it is driving me. At the moment I'm working on making the tagging editor for media files as flexible and customizable as possible. Sadly my RL at the beginning of this year keeps me more busy than I hoped for ... So please stay very patient.
On that general note: What do you think? Is the following card a good title artwork for the game?
"A Succubus is a female demon which usually takes the form of a highly attractive seductress, teasing her mostly male victims with all kinds of sexual pleasures. She feeds on the arousal and cum of her prey draining his life energy until eventually consuming the whole soul. Originally it was believed, that Succubi only appear in dreams. But since the rift into H-space opened 6 years ago, there are numerous reports of Succubi physically crossing the border from their realm into our world. There are even rumors about some kind of summoning ritual."
EDIT: And here a small look at my current prototype:
- Spoiler: show
Last edited by d3vi0n on Sat Jun 09, 2018 9:09 pm, edited 2 times in total.
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Re: Pilgrim Quest - Current Build v0.6
Here is more interest;), but I can't really imagine how it all will work out so my ideas will come after I had the chance to get it in my hand(s).
I know what you mean but luckily if it is random enough it works for yourself
For the moment I have a question. I played a little with the Casino Tease by avatarbr to get it in an older maze tease. But since I have the permission to use it. Why not add it in Pilgrim Quest. Thankfully Guidme works so fine with teaseme scripts.
Could be a location you can find the ruins(magic portal or something).
But my problem is what can you win in the casino or loose(what to bet)?
Energy?
Items?
something else?
Hope someone gives me direction.
@d3vi0n
if any of the ideas above works better with the "My Succubus" I would use that.
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Re: Pilgrim Quest - Current Build v0.6
I keep getting more and more excited by this project! Thank you all for all your hard work!
The casino/maze idea is and interesting one, I think something like that could be a lot of fun.
The casino/maze idea is and interesting one, I think something like that could be a lot of fun.
Re: Pilgrim Quest - Current Build v0.6
Nice idea. Yeah, every teaseme, guideme or milovana tease / maze should be fairly easy to add as event or location to Pilgrim Quest or My Succubus. Tease AI modules, Scriptingengine teases or Sexscripts might require some more work, but should also be possible. For me the central question would be: How much work is it to rewrite the dialogue / story of the imported Tease to fit into the scenario and world of Pilgrim Quest or My Succubus.Ambossli wrote: ↑Sat Jan 13, 2018 1:25 am For the moment I have a question. I played a little with the Casino Tease by avatarbr to get it in an older maze tease. But since I have the permission to use it. Why not add it in Pilgrim Quest. Thankfully Guidme works so fine with teaseme scripts.
Could be a location you can find the ruins(magic portal or something).
But my problem is what can you win in the casino or loose(what to bet)?
Energy?
Items?
something else?
Hope someone gives me direction.
For the casino tease: It is a fairly simple TeaseMe script with no story at all. Should be technically very easy to adapt for Pilgrim Quest or My Succubus but you might want to add some lore and "flavour" text to it. Maybe also look at the Blackjack Tease for GuideMe and add that into the offerings for the casino. Depending on the length of a casino visit, It could be an alternative to a location, offering a choice for the player if he wants to go to the casino or explore a new location. After every location you are able to start the ritual and get an ending for the day. So, if the casino is on the same level as a location, the win could be a ritual (with higher chances for your desired ending for the day). Alternatively you could win some items to make your life exploring a bit easier (for example something to avoid hostile sex demons) or items which heighten the chances at your next ritual in a location. If you loose at the casino, you should loose some of your build energy i think.
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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 - Current Build v0.6
+1 interest.
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