Laura Posted January 30, 2020 Author Posted January 30, 2020 53 minutes ago, worik said: A diary posses an emotional touch of urgency if it is missing. It could make you feel attached to poor Laura (search, find and do NOT read) or let out an evil side (read it) .. .. many cliffhangers possible with shady entries or "who else knows about this?" Lovely setting I'm really starting to like the idea of a diary. 53 minutes ago, worik said: I like that one, too. It could add a variant to the STC quests or be another adventure with Jade. (It's literally shouting out loud for Jade ) Making a repeatable puzzle quest will be nearly impossible, but it could be fun if I find a way. 53 minutes ago, worik said: Quite a few puzzle idea I'll write some up on my next booooring train rides ? 1
neosuduno Posted January 30, 2020 Posted January 30, 2020 Laura, could you make it so the chance of Laura or Katarina (Probably got the name wrong) failing to unlock you is adjustable from the "Seeking the Curse" quest? Also, would love if Laura gave the player special "gifts" in the form of unique restraints and playtime events.
Laura Posted January 30, 2020 Author Posted January 30, 2020 18 minutes ago, neosuduno said: Laura, could you make it so the chance of Laura or Katarina (Probably got the name wrong) failing to unlock you is adjustable from the "Seeking the Curse" quest? I'll see what I can do. The new update will add more stuff that I want to make adjustable and I don't want to flood the MCM, but I'll probably make this adjustable. 18 minutes ago, neosuduno said: Also, would love if Laura gave the player special "gifts" in the form of unique restraints and playtime events. I wanted to add timed restraints as rewards in the coming update, but DD's timer feature currently doesn't work so I'm waiting for an update. 2
worik Posted January 30, 2020 Posted January 30, 2020 2 hours ago, Laura 'Lokomootje' said: Making a repeatable puzzle quest will be nearly impossible, but it could be fun if I find a way. I could be a lot of programming but in fact it would be nothing more like a litte Sudoku generator or labyrinth game. The trick is to make sure it has no generated dead ends and is at least in one way solvable. ? Could be a burden in Papyrus, though ...
Laura Posted January 30, 2020 Author Posted January 30, 2020 10 minutes ago, worik said: I could be a lot of programming but in fact it would be nothing more like a litte Sudoku generator or labyrinth game. The trick is to make sure it has no generated dead ends and is at least in one way solvable. ? Could be a burden in Papyrus, though ... The programming won't be the hardest part. Planning the puzzle will be a whole project by itself. Teleporting the player to a random tile won't be that hard. But making sure that it stays interesting, doesn't have dead ends, that it's challenging enough and that it has enough branches will be really hard. I really like the idea of a repeatable random tile based puzzle, but it'll be a huge task. Games that have something like that are often fully centered around that idea. It's not really something you see as a sidequest.
DeWired Posted January 30, 2020 Posted January 30, 2020 10 minutes ago, Laura 'Lokomootje' said: The programming won't be the hardest part. Planning the puzzle will be a whole project by itself. Teleporting the player to a random tile won't be that hard. But making sure that it stays interesting, doesn't have dead ends, that it's challenging enough and that it has enough branches will be really hard. I really like the idea of a repeatable random tile based puzzle, but it'll be a huge task. Games that have something like that are often fully centered around that idea. It's not really something you see as a sidequest. Actually, because this is a sidequest and not a full puzzle, you can allow dead ends - just make some generic backup exit, like "pray to teleport outside with penalties". Or equip ring of return. Or unequip ring/amulet that teleported you into a maze in a first place. It also adds to challenge factor - "is it really dead end, or just very complex part of a path? do you chicken out, or dare to go forward?" But yes, hardest part there is actual planning - how to reward player, what penalties to use, and how to make enough different puzzles in limited modding time. So far, I remember only one game with puzzle minigames, that was succesful - Space Rangers - and it used text quests.
Hex Bolt Posted January 30, 2020 Posted January 30, 2020 The challenge of designing a good repeatable quest is keeping it fun to play. If it's not fun, it's not that good. The best puzzles or mysteries are hand crafted with interesting clues and challenges. They are less enjoyable after the first time or two because you know what to expect, but they're still good. We see a lot of radiant quests in Skyrim because it was easy for the devs to use Skyrim itself as the challenge along with its random encounters. That let them focus on designing dungeons and story-based quests. Designing, building, and testing a repeatable puzzle while keeping the experience fun (not everyone likes math or lever-pulling games) would divert development of the mod away from the things it does so well now with the interesting characters, dialog, and story quests. It might be best to continue with what makes Laura's Bondage Shop so good, and just look for ways to add a few random elements along the way or make use of radiant features for tasks to deliver or pick up an item. 1
UnEvenSteven Posted January 30, 2020 Posted January 30, 2020 With all this talk of puzzle dungeons it's a shame you don't like Aradia's Devious Devices (Aradia original pic). Is it just the overall design of the devices or the asymmetry you don't like? Seems like the set could make for a nice reward from a puzzle dungeon if given some back story and enchantments to make it worthwhile. Quick story. The set was once worn by a warrior-priestess of Dibella. The chastity belt may seem to go against Dibella's teachings but she would still practice the Dibellan arts, the warrior-priestess wore the belt for primarily for protection while adventuring. Also while she had various lovers the belt also kept the lover count down as she never carried the key with her, only removing the devices when she returned home or where ever she was staying at the time. Quality over quantity and all that. The devices were also the only thing the warrior-priestess usually wore. This still allowed her to openly flaunt her beauty while hiding just enough to drive imaginations wild, pleasing Dibella. Eventually the warrior-priestess retired but not before hiding her devices away in a dungeon containing various puzzles she had found during her adventures. Her devices were special and anyone who could overcome the challenges in the gauntlet would be worthy enough to obtain her set. What's special about the warrior-priestess' devices? Each piece would be considered armor, Light Armor specifically. The armor rating wouldn't be very high but if wearing the full set the devices would confer a magical armor boost. This boost, however, requires the wearer to occasionally have sex otherwise the boost would decrease. This could be seen as the devices themselves being blessed by Dibella and thus the owner would need to practice the Dibellan Arts at times. There could even be other enchantments that would increase/decrease or even be added or removed depending on the sexual activities of the wearer.
neosuduno Posted January 31, 2020 Posted January 31, 2020 17 hours ago, HexBolt8 said: The challenge of designing a good repeatable quest is keeping it fun to play. If it's not fun, it's not that good. The best puzzles or mysteries are hand crafted with interesting clues and challenges. They are less enjoyable after the first time or two because you know what to expect, but they're still good. We see a lot of radiant quests in Skyrim because it was easy for the devs to use Skyrim itself as the challenge along with its random encounters. That let them focus on designing dungeons and story-based quests. Designing, building, and testing a repeatable puzzle while keeping the experience fun (not everyone likes math or lever-pulling games) would divert development of the mod away from the things it does so well now with the interesting characters, dialog, and story quests. It might be best to continue with what makes Laura's Bondage Shop so good, and just look for ways to add a few random elements along the way or make use of radiant features for tasks to deliver or pick up an item. I think that is what Laura is already going for. Those nordic puzzles are not really fun. I like the semi-random elements from the repeatable quests in the mod though.
Laura Posted January 31, 2020 Author Posted January 31, 2020 On 1/30/2020 at 3:30 PM, DeWired said: Actually, because this is a sidequest and not a full puzzle, you can allow dead ends - just make some generic backup exit, like "pray to teleport outside with penalties". Or equip ring of return. Or unequip ring/amulet that teleported you into a maze in a first place. It also adds to challenge factor - "is it really dead end, or just very complex part of a path? do you chicken out, or dare to go forward?" But yes, hardest part there is actual planning - how to reward player, what penalties to use, and how to make enough different puzzles in limited modding time. So far, I remember only one game with puzzle minigames, that was succesful - Space Rangers - and it used text quests. Yeah, I was also thinking of leaving the dead ends in. Don't think I'll actually make it though, but it's fun to brainstorm. 21 hours ago, HexBolt8 said: The challenge of designing a good repeatable quest is keeping it fun to play. If it's not fun, it's not that good. The best puzzles or mysteries are hand crafted with interesting clues and challenges. They are less enjoyable after the first time or two because you know what to expect, but they're still good. We see a lot of radiant quests in Skyrim because it was easy for the devs to use Skyrim itself as the challenge along with its random encounters. That let them focus on designing dungeons and story-based quests. Designing, building, and testing a repeatable puzzle while keeping the experience fun (not everyone likes math or lever-pulling games) would divert development of the mod away from the things it does so well now with the interesting characters, dialog, and story quests. It might be best to continue with what makes Laura's Bondage Shop so good, and just look for ways to add a few random elements along the way or make use of radiant features for tasks to deliver or pick up an item. I'm probably not going to make that quest, but it's fun to think about. Repeatable quests also won't hinder the story by the way. It takes a super long time to plan the story because I have to plan very far ahead. A non-story update gives me more time to plan the story quests. 21 hours ago, UnEvenSteven said: With all this talk of puzzle dungeons it's a shame you don't like Aradia's Devious Devices (Aradia original pic). Is it just the overall design of the devices or the asymmetry you don't like? Seems like the set could make for a nice reward from a puzzle dungeon if given some back story and enchantments to make it worthwhile. I don't like bikini armor. It just looks really silly to me. 21 hours ago, UnEvenSteven said: Quick story. The set was once worn by a warrior-priestess of Dibella. The chastity belt may seem to go against Dibella's teachings but she would still practice the Dibellan arts, the warrior-priestess wore the belt for primarily for protection while adventuring. Also while she had various lovers the belt also kept the lover count down as she never carried the key with her, only removing the devices when she returned home or where ever she was staying at the time. Quality over quantity and all that. The devices were also the only thing the warrior-priestess usually wore. This still allowed her to openly flaunt her beauty while hiding just enough to drive imaginations wild, pleasing Dibella. Eventually the warrior-priestess retired but not before hiding her devices away in a dungeon containing various puzzles she had found during her adventures. Her devices were special and anyone who could overcome the challenges in the gauntlet would be worthy enough to obtain her set. What's special about the warrior-priestess' devices? Each piece would be considered armor, Light Armor specifically. The armor rating wouldn't be very high but if wearing the full set the devices would confer a magical armor boost. This boost, however, requires the wearer to occasionally have sex otherwise the boost would decrease. This could be seen as the devices themselves being blessed by Dibella and thus the owner would need to practice the Dibellan Arts at times. There could even be other enchantments that would increase/decrease or even be added or removed depending on the sexual activities of the wearer. That sounds cool though. 3 hours ago, neosuduno said: I like the semi-random elements from the repeatable quests in the mod though. Then you'll probably like the next update. 2
UnEvenSteven Posted January 31, 2020 Posted January 31, 2020 1 hour ago, Laura 'Lokomootje' said: I don't like bikini armor. It just looks really silly to me. That sounds cool though. Understandable on the bikini armor comment because that's what the set would be, more or less. As for the story it was written with Aradia's devices in mind, though it could be tweaked to work with the usual devices. Hypothetically speaking if you were to use the story for a future quest then the warrior-priestess' devices would just be regular (hopefully custom textured) devices with the aforementioned enchantments. The warrior-priestess would have worn them under her armor or outfits only to remove them when it was time to practice the Dibellan Arts.
TeaAndBiscuits Posted January 31, 2020 Posted January 31, 2020 Suggestion: make NPCs comment about the chastity belt from Locked Away then getting locked up themselves ?? Perhaps Laura could give you a kickback for each new customer. Second Suggestion: make it so you can collect money from Locked Away periodically without needing to be unlocked. Third Suggestion: more chastity content in general, the whole world should be locked away ?
Laura Posted January 31, 2020 Author Posted January 31, 2020 3 minutes ago, TeaAndBiscuits said: Suggestion: make NPCs comment about the chastity belt from Locked Away then getting locked up themselves ?? Perhaps Laura could give you a kickback for each new customer. Do you mean you want the option to lock others in belts when they comment? It could be fun, but it can also be problematic. It would mean that there needs to be a periodically running script that calculates when the dialogue needs to show. I even made sure that there isn't even a real timer for the belt. I just stores the time and compares it when you talk to her again. I also don't want to make NPCs say things that don't fit their character. I'm probably going far with this, but I'll keep the world changing stuff to mods like DCL. Sorry. 3 minutes ago, TeaAndBiscuits said: Second Suggestion: make it so you can collect money from Locked Away periodically without needing to be unlocked. You can already do that by saying that you want to keep it on after you get your pay. 3 minutes ago, TeaAndBiscuits said: Third Suggestion: more chastity content in general, the whole world should be locked away ? What kind of stuff did you have in mind?
Laura Posted January 31, 2020 Author Posted January 31, 2020 1 hour ago, UnEvenSteven said: Understandable on the bikini armor comment because that's what the set would be, more or less. The over-the top-sexualisation of bikini armor seems so silly to me. I know it sounds weird from an adult mod creator, but it's just not for me. Always having someone in a slutty outfit also makes it a lot less special when they undress. It also looks really impractical to wear. I have never worn bikini amor myself, so it could be amazing to wear, I don't know. My character is probably one of the least skimpy ones here. Spoiler 1 hour ago, UnEvenSteven said: As for the story it was written with Aradia's devices in mind, though it could be tweaked to work with the usual devices. Hypothetically speaking if you were to use the story for a future quest then the warrior-priestess' devices would just be regular (hopefully custom textured) devices with the aforementioned enchantments. The warrior-priestess would have worn them under her armor or outfits only to remove them when it was time to practice the Dibellan Arts. I always take suggestions very broadly (I don't know if that's the right word). It doesn't have to be that set of armor and it doesn't have to be about dibella. So this is still a cool suggestion even if I don't like that set. 1
worik Posted January 31, 2020 Posted January 31, 2020 1 hour ago, Laura 'Lokomootje' said: It also looks really impractical to wear. I have never worn bikini amor myself, so it could be amazing to wear, I don't know. It may have it's advantages at the beach, though I don't recommend it in everyday hostile Skyrim. And I don't like it for the same reasons. Except for "working" in an inn . Otherwise, padded vests or full plate are preferable. ... well, sometimes even in inns As shown here ? Spoiler Protected professionals demonstrating what we are talking about: Spoiler And now the not-so-much-protected bad ending Spoiler And we didn't talk about archers and getting an arrow in the knee Spoiler
MisterBoy Posted February 1, 2020 Posted February 1, 2020 Is there a chance Jade comes back in a future quest? I wanna tie up that loose end if you catch my meaning.
neosuduno Posted February 1, 2020 Posted February 1, 2020 Personally, I think duration rewards would be a good idea. Laura could offer anything from a few keys to a full set of devices, to even special playtime. Just an idea.
Sych224 Posted February 1, 2020 Posted February 1, 2020 So the next update isn't going to advance the main story? Do you have a roadmap for when the next updates come through or is that too far ahead?
Mister X Posted February 1, 2020 Posted February 1, 2020 It's funny how my idea of a escape game suddenly turned into a generic, repeating quest suggestion It wasn't even meant like that, as it would be way to complicated to realize How about that: as Jade is now warned after you tried to captuer her with the potion, so she prepares this special adventure for the next one who tries to catch her, so she has more time to get away before that one can follow her. Of course, Daragonborn would be the next one, again. And, based on Saw's Angel Wing trap: how about you somehow get equipped with a corset by a bad decision and later on have to flee from someone/something (I just say Indiana Jones and Rock ball). IIRC, you stumble more often when sprinting with a corset ingame, right?
Laura Posted February 1, 2020 Author Posted February 1, 2020 9 hours ago, hugswop said: Is there a chance Jade comes back in a future quest? I wanna tie up that loose end if you catch my meaning. I haven't forgetten about her. 5 hours ago, neosuduno said: Personally, I think duration rewards would be a good idea. Laura could offer anything from a few keys to a full set of devices, to even special playtime. Just an idea. Do you mean for the Locked Away quest or just as a general reward for repeatable quests? 4 hours ago, Sych224 said: So the next update isn't going to advance the main story? Do you have a roadmap for when the next updates come through or is that too far ahead? I do have something kinda like a roadmap, but there are no dates on it and I don't want to share it because it'll put more pressure on me. The next update will add repeatable quest stuff, but I did find a way to add some more backstory. The one after that one will add story quests again. 3 minutes ago, Mister X said: It's funny how my idea of a escape game suddenly turned into a generic, repeating quest suggestion It wasn't even meant like that, as it would be way to complicated to realize Ideas tend to escalate. 3 minutes ago, Mister X said: How about that: as Jade is now warned after you tried to captuer her with the potion, so she prepares this special adventure for the next one who tries to catch her, so she has more time to get away before that one can follow her. Of course, Daragonborn would be the next one, again. And, based on Saw's Angel Wing trap: how about you somehow get equipped with a corset by a bad decision and later on have to flee from someone/something (I just say Indiana Jones and Rock ball). IIRC, you stumble more often when sprinting with a corset ingame, right? The stumbling is based on DD events, so they could be different for different people. I don't think the stumbling idea will work, but getting restraints for making a mistake and then later finding out that it's a penalty for a later thing is a really cool idea. And don't worry, the repeatable version will probably never happen. It'll be much more fun in a story quest. 1
Laura Posted February 1, 2020 Author Posted February 1, 2020 15 minutes ago, neosuduno said: Locked Away. Make it feel more rewarding. I have more rewards planned, but it's not coming with this update yet. LA will then also get more possible rewards.
CrazyOne Posted February 1, 2020 Posted February 1, 2020 Hello there. Had a couple of ideas that I'd thought I'd share. A) A NPC hires the player's character to find there missing courier. To start a courier gives the player's character a notice. requesting help with finding a missing person. After speaking to the quest giver, they give the player's character the last known location of their courier. While exploring the last known location; the player stumble across a random crate with a mannequin next to it, after further exploration finally finding the courier bound. As the player's character is about to untie the courier, the player's character is ambushed by the mannequin (fade to black) & ultimately wakes up bound too. After which the mannequin has simply disappears, leaving both the player's character & courier bound, but at least not naked. The player's character with the courier in tow, travel to the quest giver's home. Upon returning, the quest giver un-gags the player's character to explain what happened. But ultimately does not believe the story of a walking mannequin with a bondage fetish, & thinks that the truth is instead; The courier just got lazy & slacked off. While the player's character is her friend, & they both created a story to help her keep her job. As punishment the NPC first fires the courier, & to punish them both for "lying" the quest giver re-gags the player's character & adds a few more restraints to them, before stripping them both of there clothing. Not knowing where to go, the player's character leads them to Laura's shop in seek of aid & freedom from there from there humiliating predicament. As a follow up to this: The player's character can revisit the quest giver's home, to find that the quest giver is bound & gagged. The player's character un-gags the quest giver to find out that; they where attacked by a mannequin. From here the player could: 1) Free them - For the reward for the original quest plus a bonus. 2) Payback - Add more restraints, then strip them before re-gagging the NPC & leaving them. A reason for the mannequin being alive could be that; a mage created it for her own needs, but it got lost in transit coming to Skyrim. Near the crate there could be a note with a brief explanation of what the mannequin does something like; its on its transport setting, so if it does get loose no one will get bound too harshly. There could be a short quest to follow up & check in on said mage. How the mannequin acts/moves is like that of the weeping angles. B) A NPC asks the player's character for help finishing their book. A easily excitable novelist/artist is writing a novel & wants pictures to go with it. The written part the NPC has already finished, however the NPC needs a model to sketch for the drawings. So asks if the player's character will help by; allowing the NPC to tie them up using ropes as it fits their novel. If agreed then once a day the player's character returns to the NPC, to be tied up & sketched (fade to black). Starting out the ropes look messy, but getting neater as the quest continues. Being excitable the NPC might sometimes forget to untie the player's character, before rushing off to add the finer details to a drawing from time to time. Each day has a new greetings with two responses: friendly & rude. This has an effect on the ending, depending on what was chosen the most. Example: If friendly was picked 3 times while rude was pick 2 then the friendly ending plays, & visa versa. 1) Friendly = The NPC says their book is finished & sold well. Large gold reward & can be asked to tie the player's character up at any point after. 2) Rude = The NPC says they just need to finish one more sketch before its finished. Ties the players character up, then says they've had enough of the player's character attitude before leaving them tied in a abandoned house. The player's character having to wiggle (mini escape game) to free off there bindings. 5
Hex Bolt Posted February 1, 2020 Posted February 1, 2020 3 hours ago, CrazyOne said: 2) Rude = The NPC says they just need to finish one more sketch before its finished. Ties the players character up, then says they've had enough of the player's character attitude before leaving them tied in a abandoned house. The player's character having to wiggle (mini escape game) to free off there bindings. I think I'd choose to be deliberately rude, so as to get the "good" ending. ?
Laura Posted February 1, 2020 Author Posted February 1, 2020 4 hours ago, CrazyOne said: Hello there. Had a couple of ideas that I'd thought I'd share. A) A NPC hires the player's character to find there missing courier. To start a courier gives the player's character a notice. requesting help with finding a missing person. After speaking to the quest giver, they give the player's character the last known location of their courier. While exploring the last known location; the player stumble across a random crate with a mannequin next to it, after further exploration finally finding the courier bound. As the player's character is about to untie the courier, the player's character is ambushed by the mannequin (fade to black) & ultimately wakes up bound too. After which the mannequin has simply disappears, leaving both the player's character & courier bound, but at least not naked. The player's character with the courier in tow, travel to the quest giver's home. Upon returning, the quest giver un-gags the player's character to explain what happened. But ultimately does not believe the story of a walking mannequin with a bondage fetish, & thinks that the truth is instead; The courier just got lazy & slacked off. While the player's character is her friend, & they both created a story to help her keep her job. As punishment the NPC first fires the courier, & to punish them both for "lying" the quest giver re-gags the player's character & adds a few more restraints to them, before stripping them both of there clothing. Not knowing where to go, the player's character leads them to Laura's shop in seek of aid & freedom from there from there humiliating predicament. As a follow up to this: The player's character can revisit the quest giver's home, to find that the quest giver is bound & gagged. The player's character un-gags the quest giver to find out that; they where attacked by a mannequin. From here the player could: 1) Free them - For the reward for the original quest plus a bonus. 2) Payback - Add more restraints, then strip them before re-gagging the NPC & leaving them. A reason for the mannequin being alive could be that; a mage created it for her own needs, but it got lost in transit coming to Skyrim. Near the crate there could be a note with a brief explanation of what the mannequin does something like; its on its transport setting, so if it does get loose no one will get bound too harshly. There could be a short quest to follow up & check in on said mage. How the mannequin acts/moves is like that of the weeping angles. B) A NPC asks the player's character for help finishing their book. A easily excitable novelist/artist is writing a novel & wants pictures to go with it. The written part the NPC has already finished, however the NPC needs a model to sketch for the drawings. So asks if the player's character will help by; allowing the NPC to tie them up using ropes as it fits their novel. If agreed then once a day the player's character returns to the NPC, to be tied up & sketched (fade to black). Starting out the ropes look messy, but getting neater as the quest continues. Being excitable the NPC might sometimes forget to untie the player's character, before rushing off to add the finer details to a drawing from time to time. Each day has a new greetings with two responses: friendly & rude. This has an effect on the ending, depending on what was chosen the most. Example: If friendly was picked 3 times while rude was pick 2 then the friendly ending plays, & visa versa. 1) Friendly = The NPC says their book is finished & sold well. Large gold reward & can be asked to tie the player's character up at any point after. 2) Rude = The NPC says they just need to finish one more sketch before its finished. Ties the players character up, then says they've had enough of the player's character attitude before leaving them tied in a abandoned house. The player's character having to wiggle (mini escape game) to free off there bindings. These are really good. Thank you. 47 minutes ago, HexBolt8 said: I think I'd choose to be deliberately rude, so as to get the "good" ending. ? You know, that's actually kind of a problem with making actual punishments in DD mods. Sometimes you really want to penalize the player for a mistake, but it's not really a penalty if it's something you like. Binding the player in a tight hobble dress for a long time also isn't a good punishment because a penalty shouldn't be annoying. I also think a lot of people failed CDS' quests on purpose to get the punishments. ? I had a few punishments in my quests that I scrapped because they were either too annoying or too fun. Most of them just ended as part of the quests itself. Punishing someone who wants to punished is hard. 1
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