Tag: Witch Trainer Silver
Devblog #12 – Inspecting all the features
Sup y’all, Johnny here with another devblog.
Today, I’d like to discuss some upcoming content integrations into the game, including those already added and those currently in progress. Firstly, we bid farewell to the Luna “inspect body” Chibi images, replacing them with a fully CG scene. This scene will feature various poses and an additional secondary CG as a bonus. Currently, I’m working on posing this scene, which involves a total of 5 events, demanding my full attention but promising a rewarding outcome.
Another addition is the “masturbate for me” favour, where Genie tests Luna’s knowledge by evaluating her acquired knowledge. Players can even grade her performance. Furthermore, the Hermione “Cumslut” public request rework has been implemented. I’m delighted with the outcome, as it overcomes previous limitations, such as missed return events and restricted Tier 5 exclusivity. The revamped version ensures all events are accessible, with three events on Tier 5 and four events on Tier 6. Both tiers now include unique intros based on the favour’s initiation timing, and the evening return events have been significantly improved and expanded.
Additionally, I’ve introduced new nicknames for Luna in the upcoming content and added missing nickname chats for Hermione.
Regarding personal updates, I rediscovered my passion for gaming during the Christmas break and have continued playing on weekends. I’ve revisited the Mass Effect series, only completing half of the second game earlier. I must say, it’s been challenging to put it down. Each game offers something new and engaging. I enjoyed the planetary driving mechanics in the first game, while the second game captivated me with its compelling characters, intriguing storyline, and well-crafted quests. Currently, I’m playing through Mass Effect 3, but haven’t fully formed an opinion yet. However, I find the gunplay in this instalment to be the most enjoyable among the three games.
Devblog #11 – Bringing CG Scenes to Life in WTS
Hey there, Patrons and WTS fans! It’s LoafyLemon here, your friendly neighbourhood adult-game dev. Today, I’m going to give you a sneak peek into the process of implementing CG scenes (hand-drawn smut) in Witch Trainer Silver.
The process starts with sourcing the perfect CG images. We’re quite picky about this *cough* as are most of our users *cough*, as the quality and style need to match the overall aesthetic of the game as closely as possible, which I must emphasise, it’s not easy! Once we’ve conceptualised and drawn the scenes, it’s time to prepare them for integration. This involves splitting layers, resizing, cropping, and optimising the images to ensure they load smoothly within the game.
Next up, we need to decide where and when these CG scenes will appear in the scene they were planned for. It’s all about finding the right balance between storytelling and visual pleasure. We want to make sure that these scenes enhance the (s)experience without disrupting the flow of the game.
Once we’ve figured out the placement, it’s time for the programming part. I use SublimeText as my code editor of choice because it’s blazing fast, versatile, and has all the features I need. To integrate the CG scenes, I write scripts that trigger the scenes at specific points in the story. These scripts also handle the transition between regular gameplay and the CG scenes, ensuring a (usually) seamless experience for you lads and gals.
Of course, I wouldn’t be myself if I didn’t dive a little bit deeper into the technical side. Historically, I used my own python implementation for CG scenes, which turned out to be less than ideal because I was going against the current, fighting with the engine quirks, instead of following its workflow. Ren’py’s layeredimage feature plays a crucial role in this new process. For those unfamiliar, layeredimage is a built-in Ren’py feature that allows us to create complex and dynamic scenes by layering multiple images on top of each other. This is particularly useful for CG scenes, where we often need to combine backgrounds, characters, and various other elements to create a cohesive and visually appealing image, while maintaining the ability to switch parts of the image dynamically.
Promptly after the image definitions are implemented, it’s time to pose the scenes and see how things fit together. This is a time consuming process and has a huge impact on the overall quality of the scene, involving posing facial expressions, adding visual effects, and setting up animation timers. At times we also draw additional bits and bobs as we go through the implementation to fully flesh out the scene.
After the programming is done, we move on to testing. This is where we make sure everything works as intended and that the scenes are triggered correctly. It’s also a chance to fine-tune the timing and presentation of the CG scenes to ensure maximum impact.
Finally, once everything is working as it should, and we’re happy with the final piece, we upload everything to our git repository.
By the way, we really appreciate your support and feedback, as it helps us continue to improve and expand the game.
That’s a quick overview of how we implement CG scenes in WTS. I personally hope you enjoyed this behind-the-scenes look, and we can’t wait to share more updates with you in the future.
Stay naughty,
LoafyLemon.
Tonks’ Countdown to Fun-Town
As we wrap up this roller-coaster of a year, I just wanted to take a moment to reflect on the journey we’ve had. It’s been a marathon, not a sprint, but here we are, still standing and pushing forward.
This year threw some curveballs at us, and not gonna lie, it got tough. But guess what? We didn’t throw in the towel, and neither did our awesome community. Big shout out to all of you awesome folks who’ve been riding this roller-coaster with us. Your support means the world, and even though we didn’t check all the boxes on our grand plan, we’re not giving up. Nope, we’re gearing up for a comeback!
Today might be December 31st, but tomorrow is a fresh start, and we’re diving in head first. And hold onto your hats because we’ve got some seriously cool behind-the-scenes stuff for the game in the pipeline. More ideas, more creativity, and a dash of that special sauce that makes our project awesome.
Here’s to a better next year, full of wins, lessons, and maybe a few surprises. 🥂 And to all of you out there, thanks for being part of our journey. Wishing you the happiest New Year filled with good vibes, success, and all the good stuff.
Have a Tonk-tastic new year!
Cheers,
Silver Studio Games
Poll: Where Art Though?
So, whoa! The whole behind-the-scenes thing blew up way more than we thought! …
Witch Trainer Silver – Asset Pack #5
Hi there! We’ve got a fresh high-resolution art asset pack ready for our Silver League Trainers supporters on Patreon. This pack contains all the new clothing items from the past year, as well as some sets from the upcoming update. Enjoy!
Project Update: Temporary Changes Ahead
Hello everyone, Johnny here with an important update.
For those of you who may not be frequent Discord users, I want to inform you that our update posts and teasers will be temporarily relocated to Discord. This change is happening as Loafy, who manages our Patreon account, takes a break. While I won’t go into the details here, I encourage you to refer to Loafy’s own message in the news channel on Discord for a full explanation.
During this period, the rest of the team will continue to work on the game. However, please bear in mind that teasers and devblogs may be a bit less regular, as they typically involve both me and Loafy.
Before we make this temporary move to Discord, we’re releasing another art pack for Silver League Trainers. This pack includes all the clothing sets from the past year, as well as some unreleased ones that haven’t been previewed yet.
As always, we truly appreciate your ongoing support for the project, and we look forward to seeing you over on Discord!