Brainstorming Tease Mechanics
Posted: Mon Dec 11, 2017 8:07 pm
Thought we could need a general thread for brainstorming ideas for "game mechanics" in our teases and getting some feedback. The discussion here should remain independent from a concrete implementation in a specific teasing software (like Tease AI, GuideMe, SexScripts or something else). If you want to learn how to write for one of these platforms, visit their threads. This is just a thread to discuss and share general ideas.
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My first idea (and request for feedback) is the following:
I'm thinking at the moment about a "mood system" for our mistress or succubus and how it could work in terms of game mechanics. I especially need some ideas on how to call the different possible moods.
In my idea the mood determines which endings for a play session are possible and also indicates which ending has the best chance. If we assume three possible endings (Denial, Ruined, Orgasm) we have these combinations:
Only Denial: Demanding
Only Ruined: Heartless
Only Orgasm: Passionate
DENIAL or Ruined: Cunning
Denial or RUINED: Cruel
DENIAL or Orgasm: Playful
Denial or ORGASM: Sympathetic
RUINED or Orgasm: Wicked
Ruined or ORGASM: Wild
DENIAL or Ruined or Orgasm: Ambitious
Denial or RUINED or Orgasm: Naughty
Denial or Ruined or ORGASM: Horny
"Risky" Orgasm (orgasm can result in death because the succubus sucks the player empty): Unrestrained
All moods (with the exception of "Unrestrained") are visible to the player. "Unrestrained" is unique to my succubus setting (see Pilgrim Quest) and could be a secret trait to add some risk to an orgasm (for example for a "Hard Mode")
At the start of a play session the default mood could be "Demanding" (or chosen depending on different conditions). During a play session the mood then could change depending on base chances, random modifiers, player choices, achieved progress or other conditions (like day of week or type of succubus/mistress). There might also be an option for the player at the beginning of his play session or his overall game to exclude specific moods (for example exclude all moods with "Ruined") or change the base chances for different moods to customize the experience to his likings. For moods which allow different endings, there could also be a secret or visible "level" to indicate how big the lead for the most likely ending in the current mood is.
The moods could also be used to realize a simple "push your luck" mechanic. Let's say there is a limited length for the play session (for example not more than 30 minutes or 100 slides) and during the session the player can request an ending at every moment (for example starting a ritual in Pilgrim Quest). So the player has to decide: request an ending now (with the current mood) or try to change the mood to something better with the risk of running out of time and end with a worse mood.
So any ideas for the different mood titles or any feedback on my ideas for the game mechanics?
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My first idea (and request for feedback) is the following:
I'm thinking at the moment about a "mood system" for our mistress or succubus and how it could work in terms of game mechanics. I especially need some ideas on how to call the different possible moods.
In my idea the mood determines which endings for a play session are possible and also indicates which ending has the best chance. If we assume three possible endings (Denial, Ruined, Orgasm) we have these combinations:
Only Denial: Demanding
Only Ruined: Heartless
Only Orgasm: Passionate
DENIAL or Ruined: Cunning
Denial or RUINED: Cruel
DENIAL or Orgasm: Playful
Denial or ORGASM: Sympathetic
RUINED or Orgasm: Wicked
Ruined or ORGASM: Wild
DENIAL or Ruined or Orgasm: Ambitious
Denial or RUINED or Orgasm: Naughty
Denial or Ruined or ORGASM: Horny
"Risky" Orgasm (orgasm can result in death because the succubus sucks the player empty): Unrestrained
All moods (with the exception of "Unrestrained") are visible to the player. "Unrestrained" is unique to my succubus setting (see Pilgrim Quest) and could be a secret trait to add some risk to an orgasm (for example for a "Hard Mode")
At the start of a play session the default mood could be "Demanding" (or chosen depending on different conditions). During a play session the mood then could change depending on base chances, random modifiers, player choices, achieved progress or other conditions (like day of week or type of succubus/mistress). There might also be an option for the player at the beginning of his play session or his overall game to exclude specific moods (for example exclude all moods with "Ruined") or change the base chances for different moods to customize the experience to his likings. For moods which allow different endings, there could also be a secret or visible "level" to indicate how big the lead for the most likely ending in the current mood is.
The moods could also be used to realize a simple "push your luck" mechanic. Let's say there is a limited length for the play session (for example not more than 30 minutes or 100 slides) and during the session the player can request an ending at every moment (for example starting a ritual in Pilgrim Quest). So the player has to decide: request an ending now (with the current mood) or try to change the mood to something better with the risk of running out of time and end with a worse mood.
So any ideas for the different mood titles or any feedback on my ideas for the game mechanics?