![]() After this, I’ll proceed with the proofreading phase. For example, if the player has completed Hermione’s Box-o-Fun event. I’ve completed the writing required for the upcoming Box-o-Fun event for Luna, and I’m currently incorporating some event checks to add some variety. Hello world, Johnny here with another devblog.Īs per my last devblog, I’m currently in the midst of writing spoiler heavy content, so I’ll only lightly touch on the work. Wishing you the happiest New Year filled with good vibes, success, and all the good stuff. □ And to all of you out there, thanks for being part of our journey. Here’s to a better next year, full of wins, lessons, and maybe a few surprises. More ideas, more creativity, and a dash of that special sauce that makes our project awesome. And hold onto your hats because we’ve got some seriously cool behind-the-scenes stuff for the game in the pipeline. Today might be December 31st, but tomorrow is a fresh start, and we’re diving in head first. Your support means the world, and even though we didn’t check all the boxes on our grand plan, we’re not giving up. Big shout out to all of you awesome folks who’ve been riding this roller-coaster with us. But guess what? We didn’t throw in the towel, and neither did our awesome community. This year threw some curveballs at us, and not gonna lie, it got tough. It’s been a marathon, not a sprint, but here we are, still standing and pushing forward. I personally hope you enjoyed this behind-the-scenes look, and we can’t wait to share more updates with you in the future.Īs we wrap up this roller-coaster of a year, I just wanted to take a moment to reflect on the journey we’ve had. ![]() That’s a quick overview of how we implement CG scenes in WTS. It’s also a chance to fine-tune the timing and presentation of the CG scenes to ensure maximum impact.įinally, once everything is working as it should, and we’re happy with the final piece, we upload everything to our git repository.īy the way, we really appreciate your support and feedback, as it helps us continue to improve and expand the game. This is where we make sure everything works as intended and that the scenes are triggered correctly. At times we also draw additional bits and bobs as we go through the implementation to fully flesh out the scene.Īfter the programming is done, we move on to testing. 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. Promptly after the image definitions are implemented, it’s time to pose the scenes and see how things fit together. 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. 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. Ren’py’s layeredimage feature plays a crucial role in this new process. 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. Of course, I wouldn’t be myself if I didn’t dive a little bit deeper into the technical side. These scripts also handle the transition between regular gameplay and the CG scenes, ensuring a (usually) seamless experience for you lads and gals. To integrate the CG scenes, I write scripts that trigger the scenes at specific points in the story. I use SublimeText as my code editor of choice because it’s blazing fast, versatile, and has all the features I need. Once we’ve figured out the placement, it’s time for the programming part. We want to make sure that these scenes enhance the (s)experience without disrupting the flow of the game. It’s all about finding the right balance between storytelling and visual pleasure. Next up, we need to decide where and when these CG scenes will appear in the scene they were planned for. ![]() This involves splitting layers, resizing, cropping, and optimising the images to ensure they load smoothly within the game. 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. The process starts with sourcing the perfect CG images. Today, I’m going to give you a sneak peek into the process of implementing CG scenes (hand-drawn smut) in Witch Trainer Silver. Hey there, Patrons and WTS fans! It’s LoafyLemon here, your friendly neighbourhood adult-game dev.
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