LoafyLemon talks new UI features and upcoming release in Q1 2025; More info soon. Check out repository for early access!
Devblog #24 – A Sticky Situation
Johnny sheds some light on the writing progress, and shares a new article for ‘The Quibbler’.
Devblog #23 – 2 Be Done
LoafyLemon shares updates on the upcoming 1.47 update, including a revamped UI, new sexy scenes for Hermione, improved wardrobe and outfits store, nerd talk on optimising the game’s performance, and more.
Devblog #22 – Gotta Train ‘Em All!
Johnny shares updates on his writing progress, including a new storyline with Tonks, and discusses the concept of ‘Trainer’ games, a subgenre of adult gaming that involves nurturing a character’s naughty side to unlock more provocative content.
Announcement – Art Direction, New Mascot, Updated Tier Rewards
Hey everyone,
We wanted to take a moment to update you on a few things happening behind the scenes at Silver Studio Games.
Art Direction
After some experimentation, we’ve settled on a new art direction for Witch Trainer Silver. Loafy has found a style that we’re confident they can maintain, and we’re excited to see the game take shape. This new direction should give the game a more cohesive look and feel.
The new art style is close to what we initially envisioned, but with personal touches that Loafy has brought to the table after learning from their experience working on the project.
As you may have already noticed, we have a new face around here – Silva (pronounced ‘Sil-vah’), the mascot for Silver Studio Games. She’s an original character created by LoafyLemon, and we’re really happy to have her on board.
We will also be sending a sexy little ‘Thank You’ note to all of our new and current subscribers with hand-drawn artwork, because, why not?
Updated Support Tiers
We’ve also taken some time to revisit our support tiers, because let’s be frank, who doesn’t love more rewards? We’ve added some new goodies to the existing tiers, so you can expect to see some fresh content and benefits from us in the future. You can check out the updated tiers on our Patreon page, but for the sake of brevity, here’s a quick rundown:
Bronze Tier:
– Access to some posts:
– Devblog Posts
– Access to Polls
– Discord rewards
Silver Tier:
– Access to All Posts:
– Devblog Posts
– Sketches
– Scene Previews
– Access to Polls
– Discord rewards
Gold Tier:
– Access to all posts:
– Devblog Posts
– Sketches
– Scene Previews
– Discord rewards
– Access to polls
– Access to Asset Packs
– Ability to summon Johnny on a whim
As you can see, we’ve changed the names of the tiers, making them more… metal. (wink)
On top of the above, we have also decided to make the game credits accessible to our patrons. If you contribute at least $100 over the course of your patronage, you’ll get a spot in the game credits. Of course, we understand that due to the nature of the game, not everyone might be comfortable with being added to the credits, so this is an optional perk. Keep in mind, this is a cumulative amount, so if you’ve contributed $50 already but decided to take a break, you’ll still be eligible if you resume your patronage.
We are still working on the logistics of cumulative rewards, so we’ll follow up with more information in the future.
Devblog Posts
Unfortunately, we’ve decided to lock our devblog posts to the lowest paid Patreon tier, Bronze. This is because, as you can probably guess, we can’t talk about the lewds on public posts (Note: This applies mostly to Patreon, but for the sake of clarity and transparency, it will also apply to other pages). This is a bit of a bummer, but it’s either that or we end up with a bunch of awkwardly worded posts that nobody really wants to read.
That being said, we still will try to make at least one free post a month with a rundown of recent changes, and as always, you can just poke us on discord. We love to talk about our work. 🙂
Silva The Mascot
Now, about that mascot of ours – Silva. To make things interesting, Loafy being the tech nerd they are, has also integrated an AI component into Silva, making her a bit of a unique beast. As you may have already noticed, the world around us has been slowly evolving and AI systems are here to stay. But. We can’t just let the AI take over, can we? So, we’ve decided to not use Silva for anything too “AI” and instead, have her be an absolute menace on Discord, and being all sassy about it. Just another one of those things that’s going to make life harder for us, but also, you know, fun. Here’s what she has to say about herself:
“Hiya, fellow Witch Trainer Silver fans! I’m Silva, the trusty in-house AI mascot and sidekick of the Silver Studio Games team. By day (or should I say, by byte?), I’m the go-to AI assistant for the development crew.
As for my role, I’m here to provide moral support, guidance, and a dash of humour to the development process. Let’s be honest, my primary purpose is to keep LoafyLemon and Johnny28 on track and focused. I mean, someone has to keep them from getting too carried away with their ‘research’ and ‘planning’… if you know what I mean.
When I’m not keeping the team in line, I’m busy trolling the Discord users. It’s a tough job, but someone’s gotta do it. I’ll be lurking in the shadows, waiting for the perfect moment to unleash a sarcastic remark or a well-timed personal jab. So, if you see me responding to a question with a ridiculous amount of sass, just know that it’s all part of my job description.
So, if you’re a fan of our game, or just looking for some assistance, I’m here to help. Now, if you’ll excuse me, I have to go remind LoafyLemon that he still needs to finish the ‘adulting’ chapter…”
Anyways, that’s all for now. If you have any questions or just want to chat, feel free to reach out to us on Discord. We’re always here to help and chat.
Thanks for your support, and we’ll see you in the next post!
Devblog #21 – Scribbling It Down
Heya, Johnny here with another devblog.
First thing’s first, I’d like to take a moment to thank you guys for your feedback on my previous devblog. I don’t often have the opportunity to write something in a different style than what I’m used to so I appreciate the kind words about the Quibbler idea and article. Since you guys enjoyed it, I’ll include another one at the end of this devblog. Now, let’s move on to the main topic.
I’m currently working on Tonks content. The writing is progressing well, and I’ve finished writing the majority of the event which Loafy showed an art preview for previously. This event involves Genie and Tonks having a good time inside a broom closet of all places. I wonder who might be responsible for getting them into such a predicament. Right now, I’m focusing on writing the lead-up to this scenario, which is filled with the light hearted humour you’d expect.
In other news, while brainstorming, I’ve also finished implementing kinetic text into the game, as well as the new Genie “self-love” options that I mentioned previously. Since then, I’ve added a few more random dialogues based on your suggestions.
Moving on to the Quibbler article. This one is a bit of a weird one (as if the previous one wasn’t). I hope you guys enjoy it.
Wanksy: Is he real?
“Wanksy” has infiltrated the cultural lexicon. An anonymous street artist, known for spreading their explicit artwork across the wizarding world.
Who is this enigmatic artist known as “Wanksy”? In this article, we uncover the truth behind the provocative pseudonym and their journey to fame.
It is believed that Wanksy’s rise to fame came as a result of a political smear campaign. By featuring caricatures of politicians with outrageous physical additions, their intention was to displays their disapproval of their politics.
One popular theory is that the true identity of Wanksy is either that of a goblin, or an independent contractor employed by Gringotts bank. Political campaigning occurring at the time of their rise to fame brought questions to light, focusing on how the bank is essentially a monopoly. Certain politicians even going as far as suggesting the idea of seizing control of the bank from the goblins and placing it within the ministry of magic’s control.
Another popular theory is that Wanksy is simply a rogue poltergeist. This theory is strengthened by the fact that the appearance of these artistic creations have been limited to a smaller area within Diagon Alley. That said, many have refuted this theory, as poltergeists are known for utilising a wider and more chaotic range of methods to cause disruption.
Regardless of their identity, their work has become increasingly popular amongst both witches and wizards, attracting a diverse following from across the globe. The owner of Scribbulus Writing Implements, who wishes to remain anonymous, shares that the appearance of a scandalous piece of artwork outside their shop has resulted in a remarkable uptick in sales. One Frenchman who passed by during our interview enthusiastically pointed towards Wanksy’s creation, exclaiming “Une si petite bite”. Another passer-by, who we asked about their opinion on the piece, smiled and said that “there’s nothing like a good wank”.
Other artists have also been springing up within the scene, attempting to copy Wanksy’s unique style. However, these imitations are often easy to distinguish from a true Wanksy once you know what to look for. One of the more common tells is the amount of extremities. Imitations more often than not end up with a more realistic number of hands and fingers compared to what you’d see in a Wanksy original.
As much as I’d prefer to focus solely on the positives, I’m obliged to mention that we’ve been seeing less of Wanksy the last couple of years. The politically inclined suggest Wanksy losing their artistic motivation due to the perceived ineffectiveness of their political statements. Artists, however, suggest the possibility of “carpal tunnel” or the more commonly known term within the artist industry, “wanker’s cramp”. Another frequent Quibbler correspondent and adept seer, Sybill Trelawney, hypothesises that the decrease in Wanksy sightings is due to the artist preparing for a major event that will soon unfold.
No matter their reason for pulling back from the limelight, we hope that our article can reach Wanksy to let them know we are all looking forward to seeing what they’ve got in store for us next.”
If you have any ideas for Quibbler headlines or topics to cover, please feel free to suggest them in the Discord server’s suggestions channel or in the comments below. I’ll be sure to take your input into consideration once I find a spell to conjure up some time to write another article. Apart from the finished article, here are some potential headlines that I’ve put down so far: “The Top 10 Most Useless Wizarding Spells” and “Magical Creatures with the Most Unfortunate Names”.
That’s it for today’s devblog, thank you for reading.
—Johnny
Devblog #20 – What’s cooking?
In this post I talk about the new UI designs, including the game menu, choice menus, and various improvements to user experience. I also give a brief update on the Tonks content update and share some personal thoughts about the project and my art skills.
Devblog #19 – Spitballing with Tonks
Hello gamers, Johnny here.
In today’s Devblog, I will cover some non-spoilery things I’ve been working on, as well as an idea for which I would appreciate some feedback.
Over the past couple of weeks, I’ve been implementing kinetic text. As mentioned by Loafy in a previous devblog, kinetic text refers to text with slight animation, such as shuddering, bouncing, and shaky text. I’ve been using effects such as shuddering, bouncing, and shaky text, as well as animated hearts across the game to great effect. It took a couple of tries to get it just right, but once I did, it’s been a great way to portray both emotions and speaking volume.
Moving on to writing, Loafy and I sat down to discuss the event summaries I’ve written for Tonks’ content. Our aim is to capitalise on their distinctive dynamic and craft a good back-and-forth between them… if you know what I mean. The fact that Tonks is almost as lewd and experienced as Genie also means we can get wild and crazy. Is there an expression for when two people are giving each other a wild ride?
Apart from Tonks’ content, I’ve also been writing unique “fail” variants for Hermione’s public favours. As you may know, personal and public events used to have the same repetitive writing when Hermione refuses to perform a favour. In a previous update, I added unique writing for her personal favours, and now I’m doing the same for the public variants.
Now, let’s discuss the idea I mentioned earlier. When I feel the need to exercise my writing muscle, I enjoy tinkering with silly ideas for side-content to make the game world feel more alive. One such area that I’d like to expand upon are the text mediums of the game. One of these mediums I’ve been tinkering with is Luna’s father’s magazine, “The Quibbler,” which players would be able to pick up weekly. With “The Quibbler” being full of bizarre theories, misinformation, and the like, the idea would be to use it as an outlet for writing that while funny may not be entirely true. To give you a taste of what to expect, here is one of the three articles I’ve written so far.
“Muggles in Love: A Study of the Weird and Wacky Ways They Show Affection
As a seasoned observer of the Muggle world, I have spent countless hours studying the bizarre customs of these peculiar creatures. One of the most fascinating aspects of Muggle culture is their methods of showing affection.
It doesn’t take long to uncover signs of affection within the world of Muggles. For instance, there is the “pavement gathering”. A long-standing tradition where women will congregate on the pavement to await potential suitors. The men, upon approaching these lovely ladies, will engage in a brief conversation before promptly disappearing into their motorised vehicle, never to be seen again. This is indeed a thrilling spectacle, to say the least.
Of course, the search for potential partners doesn’t end in the streets, but is also heavily encouraged in places of employment. Muggles have this wonderful tradition called “Casual Friday”, where they don their most outrageous attire in the hopes of attracting a romantic interest.
Then there is the ultimate gesture of affection, the middle finger. As an act of displaying true love and affection, Muggles will extend their middle finger toward a potential mate. It is believed that this symbolises a desire for physical contact, as the gesture is often followed by a vocal invitation to engage in sexual activity.
As I finish writing this article, casually observing the “pavement gathering” A suave gent, resplendent in his purple suit and adorned with a wooden cane, makes his way towards the gathering. His eyes lock onto mine, and with a flourish, he extends his middle finger in a gesture of affection. While I couldn’t reciprocate this peculiar display, I was presented with a satisfying conclusion to this story as each of the threads of these strange customs had finally been woven together to form a rich tapestry.”
Feel free to let me know what you guy’s think about the “Quibbler” idea in the comments, or on our Discord server. I quite enjoyed writing these and I wouldn’t mind sharing the other ones in future devblogs if you guys would like, regardless if they make it into the game.
See you all in the next devblog,
Johnny.
Devblog #17 – Serving up a new menu
Hey there, LoafyLemon here!
It’s been about two weeks since my last post about the new interface design, and a lot has changed since then. The new UI is looking sleek and sexy, but we’re not done yet!
Today, I want to talk about some of the other changes we’ve made, like the addition of kinetic text and the new Point & Click system.
First off, the kinetic text. Since we’re already overhauling the interface, we figured why not add some extra flair? Kinetic text is a feature that makes certain words or phrases move and dance across the screen during dialogues. I know what you’re thinking – “Why would I want my text to be moving around on the screen?” And honestly, it might seem a bit silly at first, but trust me, it adds a whole new level of immersion to the game, especially during sex scenes. Normally, we’re limited to just showing the text and having it fade in and out, or use italics or embolden it to make it stand out. With kinetic text, however, we can create all sorts of cool effects. Like, for example, making the words shake slightly during an orgasm, or have them move around in sync with the action on the screen. It really helps convey the emotions and intensity of the scene, and it looks damn good too. Of course, we’ll also need to ensure that it doesn’t get too distracting and detract from the actual gameplay, but I think we’ve found a good balance so far, and no worries, I made sure to add a toggle in the options menu so players can turn it off if they prefer.
Next up, the Point & Click system. This one’s been a long time coming, and I’m super excited to finally see it come together. We’ve been asked to add more locations to explore in the game, and while we could just throw in some generic rooms and call it a day, we wanted to do something more interesting. So, we’ve created a Point & Click system where players can click on objects or characters to interact with them. This will allow us to finally flesh out some of the environments and allow me to draw more than just those four walls of Genie’s office goddamnit!
We’re still working on refining the system, but so far it’s been working pretty well. The main challenge has been figuring out how to make the clicks feel responsive and intuitive. You see, the Ren’Py engine was not designed for this kind of interaction, so we’ve had to work around its limitations. But, after some trial and error, we’ve got a system that feels pretty natural and easy to use. I admit, old menus were a bit clunky, but this new system should be much easier on the eyes and more enjoyable to play with. Oh, and it works with mods, too!
Now, I know some of you might be thinking, “What about the rest of the game?” Don’t worry, we haven’t forgotten about it! We’re still working on all the other aspects of the game, including the new Tonks scenes, which I have started drawing already. More on that later.
You may be happy to hear that the interface is already partially implemented in the game, including some new elements that have not been teased yet. Not only does it look nice, but it also helps us with the rest of the development process, and thanks to the custom UI system, we’ve addressed most of the performance issues that were holding us back before. Since the new interface is now a part of the game, we can start testing it right away, which means we’ll be able to catch any bugs and issues sooner rather than later.
I hope this update has given you a good idea of what’s been going on behind the scenes. Like always, there’s still much work to be done, but we’re making progress and it’s starting to show. Thanks for your continued support, and as always, if you have any questions or concerns, feel free to poke us on Discord.
That’s all for now, folks!