[FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

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RemiHiyama
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[FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by RemiHiyama »

This is an EOS conversion of Chesssex's D&D-Hentai Snakes & Ladders. For more information, see the credits inside the tease.

https://milovana.com/webteases/showtease.php?id=51843

Feedback is welcome; I believe my conversion is accurate, but some parts required judgment calls that I wasn't always entirely certain of.
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by RandomName »

I'll probably post again later with actual feedback, but I just found a broken page. I don't remember the number though, I think it was in the 50s.
It's a cum chance page. You are told to roll a d20 1-19 roll a d100 and do that many strokes. If you rolled a 20 on the d20, you get to cum.
But you see, the only option the tease gives you is "came" which brings you to the credits... I think you can see the problem here.
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by zenetix »

I haven't had a chance to play through the whole thing yet, but this looks like a good conversion. Nice work!
One thing - I think it would benefit from having a metronome for the stroking parts instead of counting strokes.
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by RemiHiyama »

RandomName wrote: Tue Feb 01, 2022 6:44 am I'll probably post again later with actual feedback, but I just found a broken page. I don't remember the number though, I think it was in the 50s.
It's a cum chance page. You are told to roll a d20 1-19 roll a d100 and do that many strokes. If you rolled a 20 on the d20, you get to cum.
But you see, the only option the tease gives you is "came" which brings you to the credits... I think you can see the problem here.
Looks like it's working properly to me - if it's showing that button, it means you hit the one in twenty chance.

I suppose I could add the option to continue afterwards, but other than that I don't know what could be an issue.
zenetix wrote: Tue Feb 01, 2022 3:11 pm I haven't had a chance to play through the whole thing yet, but this looks like a good conversion. Nice work!
One thing - I think it would benefit from having a metronome for the stroking parts instead of counting strokes.
I suppose having that as an option would be okay, but I'd need to give some thought as to how to implement it. Since I didn't do the original design, I don't want to make major changes to the content itself.
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by Bright_Sprinkler »

Hi,

overall it is a very solid tease.

I am just missing some quality of life features:
  • Timer and metronome: The duration of the timer can easily be calculated based on the stroke count and the bpm.
  • The need to click a continue button after each page is rather uncomfortable (e.g. move stroking hand from penis to mouse and back again, using lube makes this very messy as well). This can be avoided by using a timer and metronome or by using a "Say"-Action set to "Pause" (the player can easily use the free hand to press the spacebar).
  • The same goes for edges - just use a "Say"-Action set to "Pause".
  • The feedback on the dice rolls is kind lacking. You just jump from page to page without knowing what you rolled.
Some nice touches which can further improve the tease quality are:
  • Use of sound effects: E.g. if the dice is rolled play a dice roll sound effect.
  • Use of Unicode emojis like (❌ for strikes, 👟 for movement and so on).
Oh and I personally don't dig the "Strikes". You just get them by randomly landing on pages. I think a strike is something you should receive when failing or doing mistakes e.g. edging when you are not supposed to. But since this is a conversion I do not hold you accountable for that ;-)
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by RemiHiyama »

Bright_Sprinkler wrote: Fri Feb 04, 2022 10:39 am[*] Timer and metronome: The duration of the timer can easily be calculated based on the stroke count and the bpm.
[*] The need to click a continue button after each page is rather uncomfortable (e.g. move stroking hand from penis to mouse and back again, using lube makes this very messy as well). This can be avoided by using a timer and metronome or by using a "Say"-Action set to "Pause" (the player can easily use the free hand to press the spacebar).
[*] The same goes for edges - just use a "Say"-Action set to "Pause".
Moving hands and the lube thing are issues I hadn't really considered, since (dirty little secret time) I don't normally follow along with the actions of teases I play, even when I have the correct anatomy for them. (Though I probably should have, since I've been thinking about how to get voice control for a couple original projects I've got in progress.)

Forcing a timer and metronome is a non-starter though - I consider that too big a divergence from the original tease to make mandatory. But using pause actions seems viable. Still, some pages are going to require mouse interaction no matter what, since they involve choices. Honestly switching back and forth between interaction methods seems a little awkward... I think I'd prefer making this one optional.

Like the metronome one, the tough part here's going to be doing it without hand-editing an excessive amount of code.
[*] The feedback on the dice rolls is kind lacking. You just jump from page to page without knowing what you rolled.
(snipped)
[*]Use of sound effects: E.g. if the dice is rolled play a dice roll sound effect.
These have a simple explanation - I find both these things obnoxious as hell. However, they should both be pretty easy to add as optional features, since editing one javascript function would allow covering every page with a normal roll, and there's not that many random jumps of other kinds.
[*]Use of Unicode emojis like (❌ for strikes, 👟 for movement and so on).
I think that falls under "more extensive rewriting of the text than I'm willing to do".
Oh and I personally don't dig the "Strikes". You just get them by randomly landing on pages. I think a strike is something you should receive when failing or doing mistakes e.g. edging when you are not supposed to. But since this is a conversion I do not hold you accountable for that ;-)
I think it fits the theme of the tease to some extent, but at the same time I don't think you're wrong either. Even looking at it from the game angle, it'd make more sense as a result for choosing wrongful actions, like not trying to help the princess on page 84. Still, like you said, it's a conversion. (It wouldn't surprise me if similar thoughts inspired some of the mechanics of Shymaroon's "Three Ideals Fantasy Game" though...)

Continuing the theme of "I'm more open to optional features", I'd be open to the idea of adding options to change the maximum number of strikes, or giving different outcomes to getting strikes than a flat-out game over. (Suggestions are welcome.) My impression is that it's pretty rare to hit three strikes already, but I'm not into denial (more the exact opposite actually), so I'm fine with going even further from that.
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by RemiHiyama »

Someone sent me a message asking me about how I made this tease; I don't know if this is exactly what they're looking for, but it might be of interest to some people. If you're not interested in behind-the-scenes technical details though, feel free to ignore this post.
Spoiler: show
My fundamental goal when I did the EOS conversion of this was to have to do as little manual coding as possible. Because most pages should be pretty similar, right?

Well, that was actually the first step - going through the entirety of the original tease (which I'd grabbed with philo's GuideMe downloader at some point before it was removed), and figuring out what repeating mechanics there were. If you're doing an original design, the process will be different but the goal is the same.

I ended up with a list of core design elements. Which I didn't write out like this, but for the sake of demonstration...
  • Nearly every page consists of an image, an optional special info line ("SNAKE:" and "LADDER:") being the most common, some amount of story text, and then a set of instructions.
  • After reaching page 100, the player can revisit any selected previous page. Which isn't something EOS makes easy if you're not in debug mode, and it's a hassle even then. So the conversion needs to behave differently once you've won and provide different options.
  • Page 39 sends you to one of twelve thankfully sequential pages, where you're supposed to do something different than you'd normally do there, and then continue on from where you were.
  • Strikes don't actually happen very often, but are just mechanically involved enough that they should have standardized handling.
  • Movement on most pages involves some complicated mechanics - the random range used changes frequently in a non-linear way, blessings can trigger a reroll or a special mechanic, and that's all before getting into how all the mechanics interact with each other. Oh, and while I don't think it's possible for it to try and send you past page 120, I'm not absolutely certain, and I really would prefer the game not to softlock, it really brings down the mood.
So there's quite a lot going on.

The last of those concerns is handled in javascript, with the rollmovement() function. This allows it to all be in one place, which makes life oh so much easier - it's probably the most complicated element of the entire thing. There's also a little function in there I can trigger to make all dice rolls be 1, which was useful for going through pages one at a time and making sure everything worked.

For everything else on the list but handling strikes, I made a template page, which if you look at the source is named, prosaically enough, "page". It's not playable as it is - the first line will try to display a nonexistent image file and freeze the whole thing. That's followed by instructions to display different messages depending on the value of the "vision" variable, a 'say" option for story text, more optional message displays (and in the case of two of the three possibilities, additional mechanics for the non-regular-gameplay states), and then a "Continue" button that calls rollmovement(), and assuming that function doesn't direct things elsewhere, moves on to the new page rolled.

And then I used a little ruby script I made to take that template page and make 121 copies of it, named page1 through page120. The script also fixes that nonfunctioning image line - "current_num" gets replaced by the page number, and since all but one image has a name matching "no-*.jpg", that's all it took. (The numbering is probably due to how the GuideMe downloader works, but hey, it's convenient.)

At this point, you might have noticed that this means each page contains a lot of redundant code. Only about 10% of the pages need the code for the "visions" from page 39 at all, most pages aren't snake/ladder/other special and don't need that either. But the former is harmless, so I ignore it, and the latter I just disable if it's not necessary. The json still isn't that big compared to even the tease's own images, let alone the space used by something like an estim tease, so I don't really care about that aspect. And it makes things much simpler. At that point all I had to do for most pages was copy in the relevant story and instructional text. Most snakes and ladders were just a matter of changing the rollmovement() call to one that changes "pos" (the variable holding the current location) instead. And the more oddball pages got special handling as needed. Pages 99 and 100 are standouts here, since they both involved events that repeated based on a stat.

And then I started getting feedback. :yikes: Adding metronomes and options to advance with less mouse interaction required...

... Is actually still going to be the same on most pages, so I can add it to my page template! Dig that script back out, make another 121 copies of it, and... Well at that point it's still a pain, because some lines have to be copied to multiple places, and the way some things are nested has changed. I ended up making some additional scripts to process things in a way that made the JSON easier to work with in WinMerge. But it's still gonna be way faster than adding all that stuff by hand would have been.

Some designs can be more streamlined than this. For instance, Lamei's "Snakes and Lingerie" has some fairly complicated mechanics, almost all of which are loaded into a couple of pages. This conversion probably could have been done that way, but some aspects would probably have been very confusing both to write and to debug. And also I didn't think about that until after doing this conversion. :blush:

And that's pretty much how it went, apart from all the debugging...
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by M2ka_Gamer »

The webtease dont load. infinite script loaďing for me :-(
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by dralbertwily »

I would like to play this tease since I loved the original, but when I try to launch it it never starts it just hangs on loading script.
I have a busy life and a full-time job, but I want to devote more of my time to this pursuit.

I don't want to ask for "Patrons" or lock off parts of my teases for money. If you'd like to help encourage me consider buying me a coffee! :love:

https://ko-fi.com/dralbertwily
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Re: [FEEDBACK] D&D-Hentai Snakes & Ladders - Remastered

Post by RemiHiyama »

dralbertwily wrote: Tue Feb 08, 2022 12:56 pm I would like to play this tease since I loved the original, but when I try to launch it it never starts it just hangs on loading script.
M2ka_Gamer wrote: Tue Feb 08, 2022 12:11 pm The webtease dont load. infinite script loaďing for me :-(
Okay, I'm not sure what was with that, the server was giving out an empty file instead of the script. But republishing seems to have fixed it.

This doesn't contain any of the new features yet.
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