Oct 17, 2017
76
159
I swear to god that at one point, this game had a scene with the elf in the bedroom in which she rides you. Am I fucking imagining things?
 

DanielJ04

Active Member
Jan 11, 2021
638
585
This game comes out from a mod of Akabur's Witch Trainer in 2016... 8 years later, Akabur complete 3 more game (and 1 more is coming soon), and the MC still haven't touch the Hermionussy. Give us some actually content ffs
 
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MiceGuy

Newbie
Apr 22, 2024
20
5
2 mini bugs in my 0.10.7 where I was somehow able to do clothed bj scene with ginny but I never even had this option until I gave her the glove but she never responded yet in Ginny's long as snitch quest also another where while I am doing part 2 christmas and talking to susan about her present it repeated Sonya's "Daphne has been removed" and "part 2 available" which the part 2 thign also repeats with Luna. Also idk how tellijng Ginny to check the curtains removes her panties which stays inconsistent when u use the amulet as they're still there
 
Last edited:

cxx

Message Maestro
Nov 14, 2017
63,062
31,718
This game comes out from a mod of Akabur's Witch Trainer in 2016... 8 years later, Akabur complete 3 more game (and 1 more is coming soon), and the MC still haven't touch the Hermionussy. Give us some actually content ffs
why? 5 figure sum per month after taxes etc where only fuckable is house elf.
 

Moedoe

Newbie
Jul 13, 2019
65
422
Hello, wizards and witches!

Today, we continue to keep you in the loop on the development of Innocent Witches and are excited to share the latest updates on what we’ve been working on and the upcoming changes.

Let’s start with an art preview (available in the next post), featuring the girls players have encountered throughout the storyline. Each of them, just like the main waifus, captivates with their charm and personality, not to mention their short skirts and attractive legs. We thought that these encounters should happen more often to spark the players' imagination even further, so in the next release a number of new miniatures will be added to the pool of the students that will appear in various locations of Hogwarts. We hope this makes wandering the school corridors even more exciting and varied.

Now, onto the main news!

Throughout the latest development period, we’ve been focusing on technical improvements and optimizing the game’s code and mechanics.

In particular, we’ve reworked and optimized the code responsible for earning galleons, and we’ve separated the Live2D resources and code into a new structure to boost efficiency. We’ve also updated the code managing the in-game mail system to ensure it works even better.

These changes, along with other optimizations, will not only improve the stability of the mechanics but also make it much easier to add new features and expand the game’s content in the future.

Another important area of focus has been the spell-casting mechanic.



It’s been in the plans for a long time already, but its full implementation has been delayed due to stability issues caused by the complexity of the animation processes in the Ren’py engine. The main problem we’re currently working on is the animation overload that occurs when players move the cursor within a spell, causing the animation to freeze for a second or longer. This not only disrupts the spell-casting process but also diminishes the overall enjoyment of the mechanic.

You can see an example of this issue in the gif animation below.



Right now, we’re actively searching for ways to fix this problem. Once resolved, the spell-casting mechanic will be integrated into game events where Marcus uses his magical abilities. This will shift some of the spell-related moments from stat checks to a more interactive approach.

For example, during a nighttime encounter with a mysterious stranger by the lake, instead of checking for a high enough stat level, players will be able to play an interactive spell-casting minigame. So, rather than leveling up stats, players will need to successfully trace the spell with their cursor or finger to progress in the event. However, if the player’s stat level is high enough, they’ll still have the option to cast the spell automatically. This keeps upgrading the stats relevant for those who prefer a more traditional gameplay style :)


Another area we’ve been working on is the updated storyline for Chapter 2 of Act 2, which we’ve mentioned previously. The storyline has been ready for a while now, but we’ve received a lot of feedback from players asking for more focus on the prefects and other characters who’ve been part of the story but haven’t received much attention so far. So, after the last major release, we decided to take some time to rework and update the script for this chapter. As a result, the storyline has been revised to focus more on developing the relationships between Marcus and the waifus.

Right now, dialogues are being written, and additional artwork is being created based on the updated script. A significant portion of the work is already done. However, we’ve encountered a situation that requires a decision. The updated chapter has grown larger than initially planned, making it feel too big for a single chapter. To solve this, we’re planning to split it into two parts and release it as two chapters instead of one.

Now the question is how to best distribute these chapters across releases. We have two options. The first is to release version 0.12A with the first part (which will be Chapter 2 of Act 2 in the game) and then release version 0.12B with the continuation (Chapter 3 of Act 2). The second option is to wait until both chapters are complete and release them together in version 0.12A. The first option would mean two releases with less content in each release, but they’d arrive sooner. The second option would offer a larger release, but it would take longer.

We’re leaning towards the first option since it would allow us to release content sooner (hopefully by the end of the year) than if we waited for one big release. What do you think? Please let us know in the poll below or leave a comment on this post or in our Discord <3
side_characters_hallway.png

Finally, we’ve also continued working on the event involving potion class duties. This process turned out to be more time-consuming than expected as we experimented with different approaches to implementing the mechanic for this event. Several prototypes were created during the process, but unfortunately, they didn’t meet our expectations after testing. However, the event is now in its final stages, and we’re close to wrapping it up. It will be ready for full integration into the game very soon.

That’s all for today, friends! We deeply appreciate that you continue to stay with us and support the development through your donations and feedback. Thank you so much!

We’ll be back with more news soon. Until then, take care of yourselves and don’t forget to enjoy life!

Peace out✌

Your,
Sad Crabs
 

uncommonsence

Member
Oct 24, 2021
205
158
It’s been in the plans for a long time already, but its full implementation has been delayed due to stability issues caused by the complexity of the animation processes in the Ren’py engine. The main problem we’re currently working on is the animation overload that occurs when players move the cursor within a spell, causing the animation to freeze for a second or longer. This not only disrupts the spell-casting process but also diminishes the overall enjoyment of the mechanic.

You can see an example of this issue in the gif animation below.



Right now, we’re actively searching for ways to fix this problem. Once resolved, the spell-casting mechanic will be integrated into game events where Marcus uses his magical abilities. This will shift some of the spell-related moments from stat checks to a more interactive approach.

Right now, dialogues are being written, and additional artwork is being created based on the updated script. A significant portion of the work is already done. However, we’ve encountered a situation that requires a decision. The updated chapter has grown larger than initially planned, making it feel too big for a single chapter. To solve this, we’re planning to split it into two parts and release it as two chapters instead of one.

Now the question is how to best distribute these chapters across releases. We have two options. The first is to release version 0.12A with the first part (which will be Chapter 2 of Act 2 in the game) and then release version 0.12B with the continuation (Chapter 3 of Act 2). The second option is to wait until both chapters are complete and release them together in version 0.12A. The first option would mean two releases with less content in each release, but they’d arrive sooner. The second option would offer a larger release, but it would take longer.

tenor.gif
 
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MiceGuy

Newbie
Apr 22, 2024
20
5
Whatever you guys do don't pick daphne as a waifu she is basically gone for half of the game (well at least for me) also im seeing in previous posts there is a corruption thing is this a old plot thing? Anyone know what the difference between old and new plot is and does it still have that live2d stuff
 

romazl0

New Member
Sep 6, 2023
14
5
This game comes out from a mod of Akabur's Witch Trainer in 2016... 8 years later, Akabur complete 3 more game (and 1 more is coming soon), and the MC still haven't touch the Hermionussy. Give us some actually content ffs
how much they earn per year on cartridges alone, they will not refuse it. When they start paying less money, then we should expect changes
 

romazl0

New Member
Sep 6, 2023
14
5
This is some bullshit, they don’t mock business, they sit there milking it according to the scheme “eat crap while you pay. Stop thinking about what to do.”
 

romazl0

New Member
Sep 6, 2023
14
5
why? 5 figure sum per month after taxes etc where only fuckable is house elf.
six-digit number?... for this bullshit, I want it too. Now the trend is to create a product and there is no development until it dies. Covid of the brain, only zombies are sitting in front of the coiners
 
3.00 star(s) 324 Votes