Pilgrim Quest - Current Build v0.6

Webteases are great, but what if you're in the mood for a slightly more immersive experience? Chat about Tease AI and other offline tease software.

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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

Great... have fun playing! :wave:
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

Woah... :huh: Pilgrim Quest is my worst rated webtease on Milovana... Is it that bad? :unsure:

https://milovana.com/webteases/showtease.php?id=35893

Anyways... building the shop at the moment and experimenting with icons, including fancy buttons...

Here a (zoomed in) screenshot from my current test build for Pilgrim Quest v0.3 in GuideMe:

Image

This demands fullscreen or the item list gets to small... What do you think? Looks ok?
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Re: Pilgrim Quest

Post by jsakyl »

Love this tease! :love:
Have only played one time/day, so haven't come upon a Ritual chamber yet, and only a village twice.
I think the items are a great idea, (esepecially the Town-portal-teleportation thingy).
Maybe an item that could change your current quest to a new one?
It would be great as loot aswell. i think. The encounters doesn't work in the version i have.

Keep up the good work :thumbsup:
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Re: Pilgrim Quest

Post by playsafe9 »

d3vi0n wrote: Sun Jul 30, 2017 3:04 pm Woah... :huh: Pilgrim Quest is my worst rated webtease on Milovana... Is it that bad? :unsure:
Don't think about it.
When I've seen your tease it had a rating of 3.2, something was clearly going on there - now it's at 4.3.

edit: It might be because of this major bug/blocker! ;-)
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Re: Pilgrim Quest

Post by spawni »

The gifs slides for me are playing extremely slow and have severe tearing, one slide can take several mins due to the lag. Anyone else having the same issues? :) If not, is it possible to disable the gifs somehow?
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Re: Pilgrim Quest

Post by draucus »

great start to the tease, love it. I was wondering how do I get out of the tease and continue later or another day. when i exit guideme and reopen guideme and pilgrim it won't show images. it shows an error instead of a random image.
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

Thx for all the feedback :w00t: It keeps my motivitation high to continue working on the tease... :-D

I will always try to respond to feedback and questions as soon as possible... :smile:
jsakyl wrote: Sun Jul 30, 2017 7:00 pmI think the items are a great idea, (esepecially the Town-portal-teleportation thingy). Maybe an item that could change your current quest to a new one?
What do you mean with that? You get new quests all the time during exploration and you have two quest slots available were you can save quests. If you get a third quest while having both quest slots full, you can overwrite one of your current quests with the new quest. So what should the item do which is different from the current system? :wave:
playsafe9 wrote: Sun Jul 30, 2017 8:06 pm
d3vi0n wrote: Sun Jul 30, 2017 3:04 pmWoah... :huh: Pilgrim Quest is my worst rated webtease on Milovana... Is it that bad? :unsure:
Don't think about it. When I've seen your tease it had a rating of 3.2, something was clearly going on there - now it's at 4.3.
Yeah... as i wrote the post, it was 2.2, now it raised considerably, so i guess some people liked the tease in the end. ;-) I never understand voting trolls. I know i should just ignore the rating, but i can't help to ask myself if there are legit problems or criticism regarding the tease which i missed. But without feedback i can't improve or fix anything.
spawni wrote: Mon Jul 31, 2017 2:26 amThe gifs slides for me are playing extremely slow and have severe tearing, one slide can take several mins due to the lag. Anyone else having the same issues? :) If not, is it possible to disable the gifs somehow?
That is strange. I use over 2000 gifs and have no slowdowns so far on my system. Maybe philo (the programmer of GuideMe will know what could causing this). To disable gif completely either delete the animated category in "PilgrimQuest/scripts/config.js" (you need an text editor for that) or you could delete all gifs in the /random/animated/ folder and subfolders. But leave one subfolder (which can be empty) in the animated folder, because there is a small bug in the current script regarding subfolders for categories.
draucus wrote: Mon Jul 31, 2017 4:36 amgreat start to the tease, love it. I was wondering how do I get out of the tease and continue later or another day. when i exit guideme and reopen guideme and pilgrim it won't show images. it shows an error instead of a random image.
This question is already answered in the F.A.Q. in the first post of this thread ;-)

Find a village and rent a room. This will save your progress. Or you complete the ritual after which you will be brought automatically to your room. Don't just close the tease somewhere. This could break your game. I will try to find a better way to save the game. But for now you will have to find a village or complete the ritual. When i add items (with the next patch) you will have access to "town portals" to teleport anytime you want to the village, but you will have to buy these at the shopkeeper in a village. So the first village you still have to find while exploring.
Last edited by d3vi0n on Mon Jul 31, 2017 9:28 am, edited 2 times in total.
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justaguy82
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Re: Pilgrim Quest

Post by justaguy82 »

I had a chance to check this one out yesterday. Meant to give some feedback afterwords but it slipped my mind.

So far I haven't run into any of the issues that others have mentioned. All of the gifs work fine, no crashes or errors or anything like that. For reference, I am running 0.3.1 and using start.batch to run GuideMe.

As for the tease itself, I found it to be very enjoyable. It did feel slightly too easy, but then again the encounters aren't implemented yet and I get the feeling that once they are the difficulty should rise a bit, so I'm eager to see those when they are ready. I spent about 40-60 minutes or so playing (can't remember exactly) and in that time came across 5 encounter slides, 1 quest slide (beyond the initial one you get at the start), and 0 villages, and was sitting around 1800-2000 energy by the time I stopped.

The only suggestions I can think of are:
1. Perhaps increase the probability of coming across a village. Or, as you've already mentioned you were thinking about, find an alternative way to save the game. I was hoping I'd come across a village but in the end I had to just exit GuideMe.

2. Maybe I'm alone in this, maybe not, but when I marked a vision for a quest I would have liked to see edges needing to be held more often and for longer. Most of the edges were just edge and stop, and the ones that were held lasted only about 5-10 seconds. I realize that everyone might have different preferences when it comes to edge holding, but for me personally it didn't feel satisfying I guess is how I'd put it. Perhaps there could be a setting to determine the min/max hold time and chance of having to hold it. (Unless of course the lack of edge holding is intentional as a way to introduce frustration, which I could understand.)

That's all that comes to mind for now. As I said I did really enjoy it and I'm looking forward to seeing it as more features are implemented.
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

justaguy82 wrote: Mon Jul 31, 2017 7:09 amSo far I haven't run into any of the issues that others have mentioned. All of the gifs work fine, no crashes or errors or anything like that. For reference, I am running 0.3.1 and using start.batch to run GuideMe. (...) I did really enjoy it and I'm looking forward to seeing it as more features are implemented.
Great to hear! :w00t:
justaguy82 wrote: Mon Jul 31, 2017 7:09 amIt did feel slightly too easy, but then again the encounters aren't implemented yet and I get the feeling that once they are the difficulty should rise a bit, so I'm eager to see those when they are ready.
Yeah... the encounters are the risky part. They will function as "mini teases" similar to Maze Encounters, but i want them to be more flexible and have random elements including different image sets for each encounter (so you don't get bored if you encounter the same sex demon multiple times). The framework to add encounters is already implemented in v0.2. Theoretically everybody could start writing and adding encounters right now :whistle: Although a "tutorial" could be helpful. Maybe soon. For "my" own encounters I'm not sure yet how long i want them to be, but i plan to start adding encounters after getting the village shop up and running with v0.3.
justaguy82 wrote: Mon Jul 31, 2017 7:09 amI spent about 40-60 minutes or so playing (can't remember exactly) and in that time came across 5 encounter slides, 1 quest slide (beyond the initial one you get at the start), and 0 villages, and was sitting around 1800-2000 energy by the time I stopped. Perhaps increase the probability of coming across a village. Or, as you've already mentioned you were thinking about, find an alternative way to save the game. I was hoping I'd come across a village but in the end I had to just exit GuideMe.
That was bad luck. Within 40-60 minutes you should have come across some villages. Balancing will get better over time. If you write a tease you sometimes loose the feeling for pacing because you always are "playing" in debug mode where you just skip delays to test if the tease is working correctly.

You already can easily adjust the chances yourself: open "/PilgrimQuest/scripts/confing.js" in a text editor and scoll down to the vExploreTable. There you can adjust chances for quests, encounters, villages or ritualchambers appearing. I also plan to add an option in config.js to more easily adjust how frequent you will find something during exploration (currently it is buried in global.js in a function called fGetExploreTarget and comes down to a 2D10 dice throw).
justaguy82 wrote: Mon Jul 31, 2017 7:09 amMaybe I'm alone in this, maybe not, but when I marked a vision for a quest I would have liked to see edges needing to be held more often and for longer. Most of the edges were just edge and stop, and the ones that were held lasted only about 5-10 seconds. I realize that everyone might have different preferences when it comes to edge holding, but for me personally it didn't feel satisfying I guess is how I'd put it. Perhaps there could be a setting to determine the min/max hold time and chance of having to hold it. (Unless of course the lack of edge holding is intentional as a way to introduce frustration, which I could understand.)
Yeah... i will add an option for holding time and holding chance for free edges in config.js as well. But you have to keep in mind: Edges during free exploration are intentionally not difficult, because encounters will bring the risk and difficulty into the game (including timed edges and longer holding times). In v0.2 Pilgrim Quest is more of a laid-back experience where you can stay relaxed stroking and edging to your porn pictures while working on your energy and raise your score with your goddess (maybe even comparing this as "highscore" to other players).
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Re: Pilgrim Quest

Post by wolf820 »

Just finished playing around with the tease! The first quest I got was Blonde Beauty or Big Breasts, so I was edging to every other vision, which was pretty nice. I got up near two-thousand orgasm bucks or whatever it is the points are called before I came across another event card, a quest for Nice Asses. I assume that would've had me edging to very nearly every vision, but on the next edge, I accidentally double clicked the edging button which hit the 'I came' button on the next page, and then game overed me. It seems like a fairly solid game, and was plenty fun for me. Not sure if that's something that's gonna happen often, but it made me so sad my dick was crying uwu.
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

uh oh... that must be a bummer :huh: next time be careful on what buttons you click and that you only click once... or accidents might happen... not sure how i could prevent these... but the buttons with the big [GAME OVER] are usually rather bad... :whistle: But great that you still had fun! :w00t:

I wish you good luck next time and that your next pilgrim will survive longer :wave:

EDIT: Maybe i can move the [GAME OVER] Button to the next page, to make it more unlikely, that this happens
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Re: Pilgrim Quest

Post by pepez »

What i can do? I start Guide me from that start icon.. Like you say. But its still lag after i give name.? :/
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

pepez wrote: Mon Jul 31, 2017 5:25 pmWhat i can do? I start Guide me from that start icon.. Like you say. But its still lag after i give name.? :/
Sorry i don't understand what you're saying, pepez...
what do you mean with "lag"? What do you mean with "start icon"? :-/

@All

Uploaded a new patch for Pilgrim Quest just now!

Because it isn't yet there, where I wanted v0.3 to be, I named it v0.2.5 instead. I didn't wanted to wait longer because the upcoming days will be busy days for me. So no more development time in the next days. But I wanted to get the added customization options, the balancing changes, the village shop and the teleportation stones out to you today.

Changes with v0.2.5:
  • Village shop opened and fully implemented (showcases 8 planned items)
  • Mechanics behind 3 items (Sigil Of The Pilgrim, Village Stone and Ritual Stone) implemented
  • Balancing: more findings during exploration; edges during exploration no longer reset the chance for a finding
  • Added new customization options into config.js: min & max length for delays, chance for holding edges, min & max length for holding edges, chances for how frequent you will find something during exploration)
  • Some small card and text changes; some custom buttons
Preview for upcoming v0.3:
  • All 8 current items from the village shop implemented
  • Player Inventory and Player Statistics
  • More text and balancing improvements
After that probably the first full encounters... or I write some customization and modding tutorials for those interested to add their own cards or start writing their own encounters.
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pepez
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Re: Pilgrim Quest

Post by pepez »

d3vi0n wrote: Mon Jul 31, 2017 6:05 pm
pepez wrote: Mon Jul 31, 2017 5:25 pmWhat i can do? I start Guide me from that start icon.. Like you say. But its still lag after i give name.? :/
Sorry i don't understand what you're saying, pepez...
what do you mean with "lag"? What do you mean with "start icon"? :-/


Sorry for my Bad english.. :blush: I did same thing as you say
": Start GuideMe with "start.bat". NEVER start the guideme.jar directly. GuideMe comes with its own java and media player libraries. Without starting GuideMe through "start.bat", GuideMe can't find the correct libraries to play audio or video files during the game and will most likely crash. Im Pilgrim Quest the page after the character creations plays a .mp3 audio. Because of that it will crash there, if you didn't start GuideMe with the "start.bat"."

But it still doesn´t work..

When i put character name and continue there come text "unknown error" "there seem to be problem"

So what i can do?'
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d3vi0n
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Re: Pilgrim Quest

Post by d3vi0n »

I assume you use the correct GuideMe version v0.3.1 (nothing newer or older) for your correct Windows version (32 Bit or 64 Bit) and run GuideMe using "start.bat"? I then assume you correctly extracted all files from the Pilgrim Quest archive and loaded the PilgrimQuest.xml with GuideMe. If all that is true, i have no idea, what should went wrong on this page. Maybe your computer has problems playing .mp3 files (the page after character creation is the first to play an audio file)? I have no idea... What does the logfile in GuideMe say?
Last edited by d3vi0n on Mon Jul 31, 2017 7:39 pm, edited 1 time in total.
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