CXZman wrote:The only problem I see with Sadistic is that it kinda oversteps the purpose of the Domme Level and the CBT level as well. Level is used to deny the player's interests more often than not (if I'm not mistaken that is), while CBT level worsen the course of a CBT session. Both of those would be sadistic, so there would be a way to get an effectively sadistic domme without having to tick the Sadistic box. Kinda confusing if you ask me. Aren't there Command filters based on Domme Level and CBT level ?
But I guess by Sadistic, we're pretty much on the "Cruel" page here. So I guess it's just a personality trait alright.
You're pretty correct with your conclusion. Initially I had the CBT assignments tied to the Domme Level, but it was brought to my attention that people may prefer differing degrees of teasing compared to CBT. Ever since then I've been trying to keep the experience as customizable as possible.
While "Sadistic" will probably be used mainly to flavor the text, it can also be used to kinda go the extra mile during cruel assignments. Like, someone could make a Module where a Level 5 domme makes the user edge 10 times back to back. Then they could add @Sadistic to make the user ruin an orgasm at the end of the Module. Or at the end of every edge.
Mat wrote:But then unlike a module, after @end, it would go back to where the mini-module was called, rather than skipping to the next link, I thought it'd be a good way to make taunts and interrupts more interactive. Rather linking to a specific file you could instead make it link to a folder, with each folder's name being the same as the taunt/interrupt and randomly choose a file inside it, that way if others wanted to make more mini-modules to keep it different then they could.. of course you could always then have mini-modules inside mini-modules. I'm sure with these along with the new text variables there could get to be some quite in depth responses
I already have this implemented in Patch 48. It works the @Call() Command, but in this case the Command is @CallReturn(). It automatically keeps track of what the user was doing when the @CallReturn() Command was activated, and returns the user to that state automatically. That was the challenge in getting it implemented before now, but I've got it running pretty nicely and will be ready to go for 48.
Mat wrote:Then to go along with the different tags, I wondered if you'd thought about restricting modules based on the settings enabled?
It might end up detracting from the experience but I just thought for example, if "sadistic" was selected, then it would only run scripts that used "@sadistic" in them. As people can make different modules you could end up with two modules being run after each other, one module being derogatory and the other being kind, so by restricting modules by tags you could give the domme a more rounded and less chaotic personality.. On the other hand it could just detract from the experience and leave hardly any modules being run.. to be honest it probably would, as any script that didn't include any of the tags would never be run..
I have to agree with your conclusion here, that would drastically limit the number of available scripts.
avatarbr wrote:When you call a specific image or video, could be possible to use a "*" (like TEASEME), to allow any video/pic?
EX: I have video1.avi and video2.avi in the same folder, the script call for "video*.avi", and can get anyone. Better yet, call a video*.* so can call a video3.mp4 too.
I'll put this in the suggestion pile
CBT wrote:I was also going to suggest, if its possible to add without it being prohibitive in the amount of work needed, for adding the variable of the dommes mood. You could have things that affect the dommes mood, like time taken to edge or how long its been since you last ran a tease. This opens up the floor for things that are dependant on the dommes mood. Things like vocab/dialogue, chance to cum, cbt and domme levels (was thinking you could set a range instead of a set level like 2-4 or 1-3 that the domme could work within depending on mood), and possibly what modules the program calls (you could tag modules with like,ok,dislike maybe?).
Domme Mood options have been implemented and are ready to go for Patch 48
Mat wrote:I've been wondering if the domme would ever comment on the last time you visited, i.e. how long it's been, and then if it's been over say, three days or a week, it would run a particular set of starting scripts, rather than one at random, maybe have folders, one for normal start scripts and one for criteria based ones, so it could check the criteria based ones, see there was a script based on the last time the program was run then check the last time it was started and run the script if it was over so long.
Commands to store and check dates have been implemented for Patch 48. I'm also adding various System Flags to keep track of certain events so more things like this will be possible.
Mat wrote:Also a quick idea for 1885, as one of the taunts/modules it could be good have the domme be able to add/remove time, personally I quite like to set a really long tease so i know I'll get to the point where I'll be really desperate.. to get to that point and then to have the domme toy with adding more time could be.. interesting
.
Commands to add Stroke time, Edge Hold time and overall Tease time have been implemented for Patch 48.
Mosbles wrote:
And second, 1885, will there be an option to add more Glitter Contacts? I see there are unused lines in the Glitter files, so I was wondering that. It would be pretty cool.
I'm not planning on it
NEGEV wrote:
How long do you think we have to wait for the next update?
My best guess is around 2 weeks, but please don't carve it in stone. Patch 48 has been part of a massive overhaul of the program, but I'm getting to the home stretch.
opiate wrote:Also, just a thought... If it were possible to tell TeaseAI to capatalize the first letter of every sentence automatically, it would weed out some textual kinks where a #VocabFile might be being used at the beginning of a sentence (I do that a lot lol)
Good idea, I'll get it in
opiate wrote:Also, The @InterruptsOn/Off command is great
Anyway that it could process the normal lines in Response files while ignoring the @InterruptCommand?
I'll look into this
opiate wrote:The @InputVar command is great too...
Will that work in a script like this
@InputVar[Opiate]
User: 100
@ChangeVar[Opiate]=[Opiate]-[1]
ShowVar[Opiate] -- Output = 99
This should work fine
CBT wrote:1. Is it possible to have the program run a specific custom module/script before starting the tease? i.e. Greet Domme - Custom Script - Start Script - Stroke - etc. I was thinking about playing around with a points and/or task based script(s), and wanted the domme to ask for a progress/completion update at the start of the script. An example would be "You said you were going to do ... SubName. Have you done it?". I will probably end up with a big mess of unsuable code...lol, but I always end up learning the most by jumping in the deep end and learning from my mistakes
If its not possible, what other options do I have? Can I add something to each of the start scripts to divert to the custom one and then go back to the start script maybe?
What I've been doing with Total Brat is using a single Start script that processes everything I need to check flags, react to certain conditions, etc. You could try that, or with Patch 48 you could make a single script and then create several @CallReturn() scripts to set that up.
CBT wrote:2. Is it possible to have the domme switch image sets (files of images) mid tease,and if so what is the command line?
This is implemented in Patch 48, the Command will be @NewDommeSlideshow
CBT wrote:3. Iv seen in a few screenshots around, of the apps panel imbedded in the main window (where the glitter feed is). Is this an option? Or is it from an earlier version of the program that was moved to make space for the glitter feed?
The UI has been heavily revamped for Patch 48, the Apps window no longer exists. Apps now integrate dynamically into the main form.
CBT wrote:1. I was thinking that it would be better, in some instances, to have the text feed on one side and the image area to be using the full height of the program window (see example).
I don't have any plans to implement something like this, but the restriction on window sizing has been loosened a great deal, so you can limit the text window to a single line if you want and have the image taking up the rest of the space.
CBT wrote:What if there was the option to have the minimum/maximum tease times visible on screen as well, so that you could see the changes made by the domme as she makes them i.e. "Since you have yet to reach the minimum tease time yet, Iv added another X Minutes to the Minimum" or "You passed the minimum time already, so Iv added X Minutes to the Maximum" or something like that. Alternately she could offer you a choice, do something...interesting, or have time added. Also, she could have the option to "Reset the Clock" in, what I think you would agree, should be rare cases
. I think that would be something to remember, if you were already an hour in and she said "Damn, my watch stopped and I cant remember how long Iv been teasing you, oh well...we will have to start over...GRIN" or "I think that was a good warm up SubName, now lets start the REAL tease shall we...lol". The possibilities for the domme being able to alter the time(s) during the tease are endless
I was also thinking that it would be good if you could set the times to increase by a set amount after each completed tease, but be able to lock it like you can with the orgasm count. Imagine 5 teases, each possibly longer than the last, that you cant alter the times of until they are all completed (30-60, 45-75, 60-90, 75-105, 90-120 mins)
I get where you're coming from with this, as well as the points suggestion, but these kinda get away from the idea of the program in the first place which is emulating a real experience with an online domme as best as possible. Having the timers front and center rather than behind the scenes would make it feel more like a webtease or a game than the domme consciously deciding "okay, I've abused this guy enough for now lol".
You can have the domme alter the length of the tease as of Patch 48, so everything you're talking about here is possible. I just like to think of it in terms of "I was only going to tease you for an hour or so tonight, but I haven't had enough of your suffering yet so let's keep going" as opposed to "You haven't reached the minimum tease time yet so I've added X minutes".
CBT wrote:3. This suggestion is for later, as I dont think its doable yet from what I understand. The tasks set at the end of the tease (the sent text files) will be getting some attention and additions by me in the near future, as I think they have a lot of promise and havn been mentioned/added too lately, so I thought they would be a good place for me to start contributing to this great project
. My suggestion is that the domme could check if you have done what she asked/commanded the next time you start the script. I dont think there is in place a way for her to remember what she previously told you to do yet, but hopefully something will come along in the future that will allow her to remember and follow up on them.
You can do this already with Flags, by creating a Flag when Tasks are given, and then checking for that Flag if you use a Start system like described above.
One thing I have done for Patch 48 is added a setting in the Sub Settings menu where the user can set the time of day they usually wake up. That way, the program now keeps track of the user's morning, afternoon and night schedule. When tasks are created now, the user gets three tasks if it's morning, 2 if it's afternoon and 1 if it's night. (Morning, afternoon and Night being relative to the user's schedule). Plus Command Filters have been added for @Morning, @Afternoon and @Night, so you'll be able to customize Tasks much better than before
CBT wrote:5. Poker Game!!! Chips bought with promised edges, tokens, points?(see above). Similar to Risky Pick, in that you bet edges against tokens with the Domme (and maybe the glitter contacts?). She could be teasing you during the game, and making you stroke and edge between hands (multiple times depending on previous hand? "You won that hand, and Im not too happy about it, so lets cheer me up...") to keep you distracted
. If the glitter contacts were involved, you could end up owing each of them many edges, and be teased individually by them, one after the other.
Thoughs/Suggestions on this anyone?
Poker is a great idea, no doubt. The thing is, I REALLY need to stay away from games for a while though. I get inspired to code them a lot, but they end up detracting from the base work that needs to get done. Risky Pick was insanely ill-timed if we're being honest, sometimes the inspiration just gets ahead of me. I'll probably branch out to more games in time, but there's a lot of work that needs to be done at the core level first.