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Re: Pilgrim Quest - Current Build v0.6
Posted: Sat Jan 13, 2018 8:17 pm
by Bandit224
+1 interest
Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Jan 14, 2018 3:57 am
by d3vi0n
Hmm... I could upload the fully working tag editor and taunt system if anybody wants to try this for himself?
Every folder can have his own "_tags.config" which defines with types of media files and set of tags is allowed for this folder. You can mix & match between videos and images in the same folder without any problem. And you can even define some default tags for the folder (will be automatically assigned to all media in this folder) and different categories of tags (with a short title for each category making assigning tags easier). If there is no "_tags.config" the script offers the possibility to create a new one.
In this case the folder "test" is opened in the tag editor and currently a video file with its tags is shown.
Here another folder with a different "_tags.config":
- Spoiler: show

Here the ui for creating a new "_tags.config":
- Spoiler: show


And finally a testpage for taunts:
- Spoiler: show

Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Jan 14, 2018 12:32 pm
by d3vi0n
So here it is... don't expect a working tease or full game. It is just a small prototype for the tag editor, so you can play around with it for yourself. Try adding porn images and videos, create a fitting _tags.config and write some sexy taunts for them. I hope to get a bit more feedback to the system for tagging and taunts this way.
And maybe share your ideas for tags and taunts, so i can add them to the game? That would be very helpful!
"My Succubus" tag editor prototype:
MySuccubus v0.1 (97.1 MB)
One important note: You will need a not yet officially released test for a GuideMe v0.3.5. It won't work with other GuideMe versions. Please be aware, this version is not yet released and might contain some bugs and problems.
GuideMe test version (Required for prototype):
GuideMe v0.3.5 Test for Win64 (121 MB)
Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Jan 14, 2018 5:36 pm
by Mr.styr
Is there possible tags list fully synchronized with avail quest cards list?
Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Jan 14, 2018 6:17 pm
by d3vi0n
Sorry, i don't understand the question... what tag list synchronized with what?
Every media folder can have his own unique set of tags (just like every location, event or taunt).
Once you defined a tag set for a media folder (in a _tags.config), the script will keep track of all media files in that folder and their tags (in a _tagged.save). You can add or remove media files from that folder anytime. The script will automatically update the save. Although new added media files won't have any tags assigned to them besides the default tags for that folder as long as you don't change that with the editor. Tags are at the moment a main element to decide which "taunt" (or dialogue line) fits the best for the current state of the game. So all tags in a taunt are "required" to be currently present in either the current location, the current shown media file and/or the current event to be eligible. So if the script for example randomly picks an image with a blowjob, the succubus can "react" to that fact, with a fitting dialogue line.
You are completely free to define whatever tags you want and like. But it would be better if we can agree to a basic set of tags as starting point for the "core" set of locations, events, taunts ... So for example we should agree to all use @Blowjob instead of something else (for example @SuckingCock) to reference a blowjob in a media file or taunt. New custom mods might add more tags. But for a tag to be useful, it has to be somewhere referenced. A taunt with a tag which is never used anywhere else for example will never be picked (because his required tag will never be offered by any image or location).
Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Jan 14, 2018 9:14 pm
by Mr.styr
d3vi0n wrote: Sun Jan 14, 2018 6:17 pm
Sorry, i don't understand the question... what tag list synchronized with what?
My apologies. At first I think this tags used for checking the correspondence of quest cards to images. I was wrong

Re: Pilgrim Quest - Current Build v0.6
Posted: Tue Jan 23, 2018 12:56 pm
by kong
Wow
+1 interest
I am so excited abut this project
I like the way you have implemented TeaseAI in GuideMe (taunts)
You have great stories, art, pictures, framework and an open concept for easy implantation.
I beleve "My Succubus" will be grand!
For the tagging system, is there a way for GuideMe to create folders and move files across folders, for example creating folders named after tags, and fill it with tagged files?
Re: Pilgrim Quest - Current Build v0.6
Posted: Tue Jan 23, 2018 2:19 pm
by d3vi0n
thx for the feedback
kong wrote: Tue Jan 23, 2018 12:56 pmFor the tagging system, is there a way for GuideMe to create folders and move files across folders, for example creating folders named after tags, and fill it with tagged files?
Sorry, i'm not really a programmer. But you can use javascript in GuideMe scripts. So if you can create folders and move files accross folders with javascript it should be also possible in GuideMe. My tag editor prototype uses some basic file handling (getting file names from folders, saving configs and taglists into txt files for example) but nothing with creating folders or moving files accross folders. So i never tried this so far.
Re: Pilgrim Quest - Current Build v0.6
Posted: Thu Jan 25, 2018 4:17 pm
by d3vi0n
prototype very slowy develops further... I'm very happy with the flexibility the #Vocabulary and @Tag system brings. Also I can very freely add or remove images or video into the random exploration folders, create new subfolder and tag them (or not). The script will still work and automatically adjust including detecting if a media file is an image or a video. I also added the possibility to define MediaWhiteLists and MediaBlackLists to each location at the config. So you can define which @Tags are allowed or not allowed for Media at a location. So there might be a location which only uses @Cumshot media. Good luck with that. Only downside to that. If you restrict the @Tags for Media different locations, make sure, that every location has at least one Media file which fulfills its requirements.
For now the prototype is more or less similar to the
EM-Trainer App just with a bit more "game" and "flavour":
I got a bit carried away with the random taunt shown in the above example screenshot
But it is great to write for specific @Tag combinations. In this case the random media had the following tags:
Code: Select all
@Animated, @Couple, @Fucking, @POV, @Doggy, @HeThrusts
The first three tags in this example get automatically assigned through the script (because i defined them as default tags in the _tags.config for this subfolder). So even if I don't manually tag every single picture, I could create a folder structure with different _tags.config which results in an automatic assigned base set of tags for all pictures added to these subfolders. Also if no _tags.config for a subfolder exists, the media files in this subfolder will still be added to the pool (without any @Tags) resulting in more generic taunts for these media files. But they still will be used just like any tagged media file.
Finally the random taunt in my example is specific to my default Succubus and required the following media tags:
Code: Select all
@Couple, @Fucking, @POV, @Doggy, @HeThrusts
Here is the full taunt line from my exploration_stroking_default.txt file:
- Spoiler: show
- @Couple @Fucking @POV @Doggy @HeThrusts Do you like your #Cock buried deep in her tight #Pussy? I can feel the need in every one of your movements. I can feel it with every thrust of your hips. And you can feel the hunger in her #Pussy, can't you? Who do you really think is in control here? Her body makes you feel so dirty, doesn't it?#Break Let go of your hesitation. Go ahead. Give in to your primal urges and ram yourself deeper and deeper into her. Yes, harder. Do #CountStrokes!#Break There's nothing like it, is there? Two bodies locked together climbing towards one final moment. Sometimes the best thing to do is give in. You're are my little #NickName and you will do as I say! Just a few more thrusts and you'll be mine. Your #Cock and soul belong to me now.
So it matched and gave me this random example for exploration at a location...
For now, I'm looking through my around 10.000 pictures, gifs and video clips to determine a good enough base set of tags. We will need to agree at some point on this set. So that everybody uses the correct @Tags for his custom events, succubus or locations. Adding new @Tags with AddOns is no problem, but the base set should be stable. For example, we will have to aggree if we want to use either @Tits or @Boobs or @Breasts as tag to reference female breasts.
Re: Pilgrim Quest - Current Build v0.6
Posted: Fri Jan 26, 2018 5:26 pm
by Xyanaris
I think you should decide witch tags should be the base and possible change if people don't like some of them, agreeing on so many different tags would be quite the work otherwise.
I'm eagerly awaiting the first actually playable version of My Succubus so I hope you have high motivation to work on it and much time

Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Jan 28, 2018 6:26 pm
by Kristycookie
Looks great, can't wait :)
Re: Pilgrim Quest - Current Build v0.6
Posted: Wed Jan 31, 2018 6:34 am
by justaguy82
Just getting caught up with the last few updates now; my free time has been a little less free as of late.
As with your previous works, this is looking incredible so far. I'm very eager to see it reach a playable state. I for one appreciate the time and effort that you're putting into this project. Keep up the good work!

Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Feb 18, 2018 8:01 pm
by Liquidorus
Hello everybody,
I really enjoyed playing Pilgrim quest with all the mods! Had a lot of fun
Can't wait to get hands on Succubus! Any status update?
If I could help somehow:
- Development
- Testing
- Writing story texts
Please let me know!
Re: Pilgrim Quest - Current Build v0.6
Posted: Sun Apr 08, 2018 5:48 pm
by Liquidorus
Long time no reaction...
everything okay?
Re: Pilgrim Quest - Current Build v0.6
Posted: Tue Apr 17, 2018 6:20 pm
by mowlboon
long time no erection :(