Devblog #8 – Luna’s Brie-lliant Update

Hey there everyone, time for the latest developer blog update!

I’m really glad to hear that a lot of you enjoyed the recent big update featuring Cho. Your support truly means a lot to me. We faced some major challenges due to engine changes and internal redesigns, but despite the odds being against us, we managed to roll out the update successfully.

One of the really cool things I got to work on for this update, which sets our Ren’py game apart, is the interactive split view for CG images. This was showcased during the Cho retrospection events. Initially, we had plans to keep the scenes separate, but an idea sparked to incorporate both scenes into a single event to add an extra spiciness. Making it happen was a bit of a challenge; I had to dive into the engine and tap into some undocumented functions to make it work just the way we envisioned.

I must’ve gone through three or four iterations before finally stumbling upon the implementation that proved most effective for us, all the while maintaining good performance and features. If you glance at the code, it might not strike you as particularly elaborate, but devising the method of implementation posed its own challenge. You see, ordinarily textures come in standard rectangular sizes, yet we wanted for the displayables to be oddly shaped — think clouds or bubbles. This led us to the need for texture masking, and that’s where the AlphaMask feature stepped in. It was fairly straightforward, but that’s only a portion of the full story.

Next up was cracking the puzzle of exhibiting two images with a cutout, specifically for the bubble, and making them both interactive. The first idea was simple, just make a cutout, right. However, that entailed ensuring no vital elements occupied the bubble’s designated area, which would necessitate altering the artwork to accommodate. I wasn’t keen on that approach, so instead, I conjured up a zorder swap function for image tags, paired with a controller made within the screen scope. This renpythonic solution allowed us to maintain image prediction and rollback support, sans the need for extensive artwork modifications. In the end, it turned out fantastic in my opinion.

Reflecting on the update as a whole, am I satisfied with how it turned out? Yes and no. On one hand, I’m really pleased that we finally resolved the performance issues and tackled major problems like the flawed questing system and other issues. However, I can’t help but feel that we could have, or perhaps should have, added more new content. Maybe it’s just my own thoughts, though. Anyway, let’s keep moving forward.

With all of the above in the past, I can now dive into the meat of the game — the artwork. This time around, both Boppin and I are working on the drawings, while Johnny is pouring his efforts into the writing and scenarios. It’s a refreshing change, if I’m being honest. Don’t get me wrong, I absolutely love coding and consider myself primarily a coder. Still, it’s refreshing to switch things up from time to time and put my drawing skills to the test. I might not have natural talent, but I’m persistent. Over the past three years, I’ve taught myself how to draw, and finally, it’s starting to pay off. Having a grip on both programming and art is incredibly advantageous and it smoothens the process significantly. I understand the limits of layering, where to position elements in the scene, how they’ll interact with the code, and so on. It’s a unique perspective that I’m truly grateful for.

As you’re already aware, the current update in the making revolves around Luna. So, it’s safe to assume that both Boppin and I are busy creating various scenes centred around her character. We’re aiming to create more diverse and modular scenes, giving Johnny the freedom to fully explore his creative writing potential in the more risqué side of things.

Speaking of risqué things, if I spill any more beans about the upcoming scenes too soon, I might just tick off Johnny for letting his secrets slip. So, forgive me for holding back on the tantalizing titbits for now. What I can share with you is that the next update is diving head first into the story and steamy content, leaving the fluff behind. Expect heaps of fresh writing and art that might even make Johnny Sins blush a bit. 😊

Things are progressing smoothly, and we’re not foreseeing any bumps in the road ahead.

By the way, I hopped into Baldur’s Gate 3 shortly after its release. I’ve been eagerly awaiting that game for who knows how long, and I can confidently say it was absolutely worth the wait. If you’re a fan of both actual cheese and the kind that’s infused into writing, you’ll find yourself right in your element. The writing is incredibly diverse, and every character comes across as vibrant, each with their distinct personality and aspirations. The whole experience feels genuinely immersive. It’s been quite a while since a game has given me this much enjoyment, and chances are, Baldur’s Gate 3 might just clinch the title of my personal game of the year, or who knows, even the game of the decade. That all depends on how I feel about it once I’ve wrapped up my adventure in it.

Thanks for reading, and see you all soon!

Baldur's Gate 3 screenshot with a character polymorphed as a rolling block of cheese.

Devblog #7 – Diving into the Loony bin

Lads and gals,
Johnny here with another dev blog post.

As mentioned in the previous announcement, we’re currently working on the next update, which puts focus on Luna.
I’ve been knee-deep in my writing hole the past couple of weeks, and I would like to share something about two of the events that will be included in the update.

The first one is the “Talk to me” event chain for her upcoming favour tier. I’m excited to say that now when we’ve got a dedicated artist, this event will also include a CG to make the scene more exciting.

The second event is another addition to the box-o-fun, but this time, it’s for Luna. This event will put Luna’s ability to compose herself to the test, as she receives a task to complete outside the office.

Aside from the event writing, I’ve also been writing chit-chats, and outfit dialogues. I’ve been having a lot of fun writing for Luna, as her quirkiness always leads to interesting and unexpected paths. I went over some finished work with Loafy the other day, and he had a good time reading through it, so I feel pretty happy about the work I’m putting out at the moment.

Moving on to the recently released Cho-focused update. I tend to stay away from mentioning major spoilers in these posts during development, but I figured I may as well delve into spoiler territory now that the update is out, so spoilers ahead.

The Cho x Tonks CG was an idea that I had a long “ass” time ago, before we had a dedicated artist, and I was so happy that we could finally do it. Back then, there were quite a few places where we had to hold back a little bit in terms of art, so one of our current goals is to add CG’s in other places as well. If you’ve got a suggestion in this regard, feel free to post them on our Discord.

I’ve got to admit, holding on to the reveal during the event where you summon Cho at the end of her content was a real challenge. I had numerous elements I wanted to incorporate, and I found myself revising substantial portions of it at least four times. Such as Cho coming to terms with the favour trading being more than just the means to an end, the big reveal about the luck potion, and then also putting focus onto the sexy stuff. I mean, what is this? A porn game?

There were also plenty of technical aspects and ideas that had us wondering if we could actually make them happen, but I’m stoked that everything came together smoothly in the end. One idea that evolved a couple of times was the CG of Cho masturbating inside the changing room. Initially, it was meant to just cut between the two CG’s, but then the idea of displaying both at the same time inside a thought-bubble emerged. When I mentioned that it would be funny if Genie’s cum landed on Cho inside the other CG, Loafy came up with the idea of letting players switch between the two CGs by simply interacting with the bubble. Once I knew we were going to be able to show both CG’s at the same time, I started thinking about how the Cho inside her mind would react, in contrast to the “real world”. I figured I may as well take advantage of being able to see both at the same time, and have that version of her give a clue as to what Cho was really feeling.

I also added a lot more sound effects for the deepthroat scene than I normally would. In my previous experiences of incorporating sounds, I’ve noticed that longer sound effects don’t mesh well when paired with still images. I’ve also stayed away from sounds that would give the character a certain “voice profile” such as moaning, since I’d imagine that the player has a certain voice in their mind already. That said, I figured that gagging sounds would still fit within those constraints while also evoking the sense of panic I aimed for in the scene. I haven’t received much feedback about this yet, so I’m curious to know if you guys think it worked well for the scene.

That’s about as much as I can share about the development for now. In my personal life, I got sick for a week or so, right after the last update, so I wasn’t really able to play too many games. But, I was still able to replenish my creative juices in other ways. I tend to watch Youtube videos or Twitch streams a lot more than Movies or TV-series, though. I wonder if anyone else is like this, where they don’t feel like they want to dedicate their full focus and watch a film. Maybe I need to put videos of people cutting foam or subway surfer next to it…

See you next time!

A touch of Luna-cy: Announcement for the next update

Hey there, fellow trainers!

We hope you’re having a blast with the current game update. We’ve been thrilled to see your passion and enthusiasm for the game grow with each new release. Now, let’s talk about the next update – it’s going to be all about Luna!

No, not the moon; we’re talking about our beloved ditz, Luna Lovegood. She’s getting a lot of attention in the upcoming update, and we look forward to seeing how you’ll interact with her in the game. We don’t want to over-hype the update, but trust us, it’s going to be a treat. We will share more details when the time is right.

Speaking of interaction, we have decided to lend a hand to the modding community, and we’ve created new Wiki and FAQ pages. These pages serve as both documentation for the project, and as a valuable resource for both modders and players, looking to create their own unique additions or just have their questions answered. We love it when things get steamy with mods! So, if you are a modder, or a player with questions, we want your feedback and assistance in expanding our Wiki and FAQ. You can find both the FAQ and Wiki right on the navigation bar.

In other news, we’ll be resuming our developer blog posts starting next week, with the next post scheduled for August 10th. We can hardly wait to share more behind-the-scenes insights with you.

And last but not least, we know you’re itching for some sneak peeks. As soon as we have some exciting content to show off, we’ll be sure to post some teasers. We wouldn’t leave you hanging, after all!

Stay tuned for more and, of course, expect some cheeky surprises along the way. 😉

See you on the flip side!

Witch Trainer Silver – Update 1.45.3

Hello everyone,

I hope you’re enjoying the latest update! We’ve been working on addressing some pesky bugs, and it took us a few days to smooth everything out, but we got there in the end! Here are a few mentions of what the new patch brings:

  • Tonks hangouts are now fixed, and we’ve resolved the issues with the new multithreading solution.
  • Introducing a new toggle for autosaves, allowing you to turn them off.
  • Various minor tweaks and fixes.

Additionally, we’ve introduced some changes to our updater server to ensure it functions flawlessly from now on. However, there’s a small hiccup with the in-game updater that requires a manual input fix. Don’t worry; it’s a straightforward process, and will have to be done only once. Here’s what you need to do:

  1. While in the main menu, press SHIFT+O to open the console.
  2. Enter the following two commands one by one and confirm each with the enter key:
def version_logo(): return Null()
updater.update(bytes.fromhex('687474703a2f2f757064617465732e73696c76657273747564696f67616d65732e6f7267').decode())

This will initiate the updater and allow you to proceed with the update directly, without the need to download it from the website. The best part is that the update sizes will be smaller, as only the parts that have changed will be downloaded, so it saves us both some bandwidth. If you don’t want to use the updater, you can always grab the full package from our website.

We apologize for any inconvenience caused and appreciate your understanding. If you encounter any issues or have questions, please don’t hesitate to reach out to us.

By the way, we’re excited to let you know that we’ll be resuming our dev blogs very soon, and we’ll be making an announcement regarding the contents of the next big update. We want to keep things transparent and share our progress with you all. So stay tuned for some behind-the-scenes insights and other fun stuff!

Thank you for your continued support, and see you all soon. 🫡

Witch Trainer Silver – Update 1.45.2

Hey everyone,

We’ve got some news to share with you today! The Android version of the game is finally being released as we speak. Now you can enjoy the game on your Android devices without having to carry a computer around.

But that’s not all. We’ve been working hard to further improve the performance of the game on both PC and Android devices. Thanks to the implementation of some fancy programming tricks, the game now runs smoother than ever before.

We’ve added multithreading, which basically means the game can now use multiple “threads” to do different tasks at the same time. This helps speed things up and makes your gameplay experience much more responsive, especially on mobile devices.

We’ve also included memoization, which is a fancy word for remembering things. The game now remembers certain calculations it has already done, so it doesn’t have to do them again and again. This saves processing power and makes the game run faster.

Lazyloading is another cool feature we’ve added. It’s like being lazy but in a good way! We now load things in the game only when they’re needed, instead of loading everything at once. This helps avoid those annoying delays when the game stops for a moment to load something, keeping the action flowing smoothly.

Oh, and speaking of smoothness, we’ve fixed all the bugs that were reported by our awesome community. We’ve gone through each and every one of them and made sure they won’t bother you any more, but in case we missed something, please report it to us on the discord, and we’ll handle it.

This new patch is save compatible with the previous version of the game (1.45.1), so you won’t lose any progress. You can simply update to the latest version (1.45.2) and continue your journey exactly where you left off.

We hope you’re as excited as we are about these improvements. Your feedback and support have been invaluable, and we’re committed to making the game the absolute best it can be. So grab your Android device or fire up your PC, update the game, and get ready for some sexy time, but better!

Stay tuned for more updates, and happy gaming!

Witch Trainer Silver – Update 1.45.1

Ladies, gentlemen, and all those in-between, the moment you’ve all been eagerly awaiting has arrived. We are delighted to announce that the works have finally been completed, and update 1.45.1 is currently being released!

This update has taken us a solid 6 months to finish and has paved the way for future updates, enabling us to work more efficiently and swiftly. The full changelog will be posted in the coming days as the list of changes is quite substantial, so please allow us a day or two to go through it.

A few noteworthy changes include:

  • Cho’s storyline now extends beyond the quidditch phase and incorporates several CG scenes, some of which we’ve previously teased on Patreon over the past few months.
  • A complete overhaul of the modding tools and APIs, making modding simpler and more accessible to a wider range of people, even those with limited programming knowledge.
  • The game’s performance issues have been resolved, so it should no longer experience any hanging or stuttering.
  • The game’s Engine has been updated to Ren’py version 8.1 and Python 3, which has also undergone a significant revamp, enhancing performance and compatibility. Additionally, it boasts improved built-in methods and introduces new functionality.
  • The events system has been completely rewritten with modding support.
  • Hermione’s content has received a bunch of enhanced dialogue and improvements.

In general, the game should now be significantly more stable, perform better, and experience fewer glitches. Additionally, the new story additions should add more spiciness to the game everyone has been hoping for.

We sincerely hope that you enjoy this update. While we eagerly await your feedback and any bug reports you may have, we immediately begin working on the next update. Wishing you a happy 4th of July!

P.S. The Android release is getting delayed to a future date because it’s still not fully prepared.
P.P.S You can find the full, uncensored update image on patreon. 😉

Devblog #6 – Hot Stuff

Hello, Johnny here with another devblog.

Things have been hot here, with the summer heat and also due to the work I’m currently doing. This will be another shorter post, as we’re really busy, but I’ll do my best to make it worth your while.
Since my last devblog post, I’ve finished the improvements to Hermione’s writing and event checks. There are quite a few things I want to talk about in detail, including future ideas, but that will have to wait until my next post as it will be heavy in both words and spoilers.

For now, I’d like to tell you a few things that won’t reveal too much. I’ve added new randomized chit-chats, based on things like if Hermione is clothed or naked, or event statuses, as well as adding checks for existing chit-chats. In addition, I’ve added more writing variants, depending on the order you play certain favours on later tiers. For example, having her give you a blowjob before or after titjob. When you cum in different places for the first time, she will now also react properly.

I was delighted to see the response to the recent clothing teasers that we have released for Cho, and I’m excited to share that a couple of the less revealing ones will be included in her outfit schedule as well. So from now on, you’ll be seeing some variation, right after her introduction.

As of the time of writing, I am currently engaged in the process of posing Cho CGs. It’s going very well, and I’m happy with how they’re turning out. I’m not going into any more detail about the specifics here, of course, you’ll have to wait until it’s released, which should happen very soon. As long as you promise to eat your vegetables.

That’s it for the development portion of this week’s post, and I’ll end it by wishing you all a good day.

Since the steam sale is coming up, I thought I’d ask if you guys have any recommendations for games I should play once we’ve released the upcoming update. I mostly play story-based indie games, but I am looking for some more classic 2D top-down or side-scrolling RPG’s. I very much enjoyed Wandersong and Crosscode for example, but I don’t mind turn-based as long as it has a good story and some twist when it comes to mechanics.

I hope to finally pick up Hogwarts Legacy if it goes on sale, but I’m also looking for games where you can jump in and play for an hour or so, since I’m often too busy with work to dive into more attentive games.

Devblog #5 – Edging Towards the Release Horizon

Hiya,

Guess what time of the month it is? Nope, not that time! It’s time for another devblog, woohoo! Hope my last entry didn’t put you into a coma. Don’t worry, this one will be short and sweet, I promise.

So, as you already know, we’ve rolled out a pre-release update for you cool beans to help us squash those pesky bugs, while we continue adding all the juicy stuff we planned for this update. Gotta say, I was expecting a ton more issues to be reported. Either our hard work paid off, or you lot are just being sneaky and not telling us everything. Time will tell, I suppose. 😅

Speaking of adding content, the recently teased Cho CG has been implemented, and I’m currently putting the finishing touches on yet another Cho CG that has not been teased yet. It’s been a nice change of pace from dealing with all the technical stuff and fixing bugs. We might post another preview, or two, before the final release to make the wait time more bearable.

Now, I know what you’re thinking. “When the heck are they gonna release this update?!” Trust me, I’m wondering the same thing! 😄 But hey, no worries. I just need to implement two more scenes and tackle a couple of bugs, and then we can start wrapping things up. It should be much quicker since all the back-end changes are already finished. And guess what? Johnny has gone bonkers with Hermione content again. There’ll be loads of new stuff to explore throughout the entire game. Cool, right?

While Johnny and I are knee-deep in the current shenanigans, Boppin is already cracking on with the next update. Talk about being ahead of the game! By the time we wrap up this one, we’ll have a treasure trove of artwork to dive into. All you Luna fans out there better get ready to party, ’cause there’s gonna be some serious Luna love coming your way.

And there you have it, folks! We’ve reached the end of this week’s devblog. Nice and snappy, just like I promised. See, I can totally deliver on my word!

Until next time, stay awesome!