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!
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!
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:
- While in the main menu, press SHIFT+O to open the console.
- Enter the following two commands one by one and confirm each with the enter key:
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.
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!
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. 😉
Sup y’all, it’s me, it’s your boy Asmon– I mean, Johnny here with another devblog.
Things have been busy for us as we’ve just put out a couple of pre-releases of the upcoming version of Witch Trainer Silver. As of me writing this post, we’re working hard on ironing out any remaining issues you guys have found, doing QA, and adding the remainder of the content for the full release. If you’re one of the people who have been reporting bugs or feedback, thank you very much.
Since my last devblog post, I’ve been busy, adding new clothing for Cho, proofreading, writing, and reposing some events which used deprecated code.
In terms of clothing, I’m currently implementing items for Cho default clothing schedule, much like we’ve done for Hermione. We went for a more casual “Muggle” style look, and we’re pleased with the results, and hope you think the same. Some lewder pieces are, of course, being added as well.
I’ve also taken the time to run the entire game through a tool that we use called “LanguageTool”. I highly recommend using it if you’re a writer, as I’ve been using it for the past year or so. I probably spent over 24 hours at least, manually going each file, and although it’s been a mind-numbing task, the results have made it worth the effort.
Furthermore, I’ve also been going through one of Hermione’s shaming events and improving it. You know, the one where Hermione has to wear a sticky substance all day… And I’d like to move it into the “Public requests” menu for tier 5 and 6. That way, the player won’t easily miss the lower level variants. I’m uncertain if it will make it into the next release since Cho content is priority, but at least it’s coming in the future. If you read my last devblog, I also mentioned going through and touching up her other event dialogue. I’m taking my time, but as of writing this post, I’ve finished Tier 1-4, and also some side events such as the forest scene.
That’s about it when it comes to work. So, now it’s time for me to be self-indulgent and ramble for a bit. Sorry in advance.
Since Quidditch has been on my mind recently. I was, again, thinking about how silly of a sport it really is. Specifically, how the main part of the game barely even matters in the end, since catching the snitch is worth so many points. I mean, how fun is that for the audience? It would be like a game of football, but there are two players in the middle of the field that you can barely see, playing chess. You’re also allowed to use different brooms, so it’s all just pay to win! It’d be as if, in the real world, you were allowed to use different types of cars in a race!
That said, I still think Quidditch is quite fun, and a three-dimensional sport is certainly unique. For us, it certainly provided some pretty unique angles.
Anyway, time for me to jump back into the game-dev realm. I hope you think twice before letting me out next, as I’ll surely just end up going on another rant. Also, thanks again to those who have helped with testing this week.
Speak to you all soon.
As previously announced in the latest devblog post, today we will be releasing the test version of the upcoming 1.45 release. We’re looking to get as much feedback as we can across different devices because the changes to port the game to Python 3 are big and the Ren’py engine version 8.1 is also in its pre-release stage.
If you’re interested in assisting us during the testing phase, then you can find the pre-release version of the game on the download page, along with some additional information. We ask that you report any issues to us on our Discord if you encounter them. During the pre-release period, the team will continue working on quality assurance, implementing the remaining content, and addressing any issues reported. As previously mentioned, we plan to release updates in quick succession, so please be on the lookout for any new version we might post. Changelogs will be updated once we are out of the woods.
We will make another announcement as soon as both the game, and Ren’py engine are stable enough and ready to be released to the public.
We would like to express our gratitude to everyone who decides to allow us some of their time to assist us during this final testing phase. We can’t and don’t collect any technical data automatically, so your feedback is of great help.