Public News 01.10.2024
vor 3 Stunden
Hey there, witches and wizards!
Today, we’ve got a fresh update for you on the progress for the latest versions of Innocent Witches, and we’re excited to talk about the work we’ve completed as well as upcoming changes.
Over the past development period, we’ve focused primarily on technical improvements and code optimization for the game’s mechanics.
Specifically, the code responsible for earning galleons has been reworked and optimized, and the resources and code for Live2D have been moved to a separate structure to increase efficiency. Additionally, we’ve updated the code that manages the letter system, ensuring they are working and displayed correctly in the game.
Another important area we’ve focused on is the spellcasting mechanic. While this feature has been part of the game for a while, its full integration was delayed due to stability issues caused by the complexity of the animation processes in the Ren'py engine. The main problem involved the game becoming overloaded when the player moved the cursor during spellcasting, which led to animation lag lasting for a second or more. This not only disrupted the spellcasting process but also reduced the overall enjoyment of the mechanic.
Since then the solution has been found, and soon the spellcasting mechanic will be integrated into in-game events where Marcus uses his magical abilities. This change will shift certain magical moments from a stat-checking system to a more interactive approach. For example, during the encounter with the mysterious stranger by the lake at night, instead of checking for the required skill level, players will be able to initiate an interactive spellcasting process. Rather than leveling up stats, players will need to successfully trace the spell’s pattern with the cursor or their finger to advance the event.
However, if a player’s skill level is high enough, they’ll still have the option for automatic spellcasting. This keeps stat-building relevant for those who prefer a more traditional gameplay style.
On a separate note, work on version 0.12A is also progressing well. Over the past month, we’ve completed about three-quarters of the text for the upcoming patch, and we plan to finish it soon before sending it for translation and editing.
Now, let’s dive into what’s planned for the main storyline in Chapter 2, Act 2, which will be introduced in version 0.12-alpha. The story will focus on continuing the events from the first chapter of the second act. Marcus will have to restore his relationship with the returning prefect while also dealing with the emotional impact of his waifu’s disappearance. He realizes that it’s time to take steps toward a closer relationship, but before that happens, he’ll need to explain everything that happened in the first chapter and work to regain her trust. You’ll find out how things unfold in the next version of the game!
Another important thing to note is that the updated chapter that we’ve been working on 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. As a result, 0.12A will feature Act 2 Chapter 2, while 0.12B will add Act 2 Chapter 3.
The chapters mentioned above will introduce several side activities. First, the storyline involving the abandoned bathroom and the strange conversations Marcus overheard during his first visit to the location will continue. With the help of Moaning Myrtle, he’ll unravel the mystery and even get involved himself. Along the way, he’ll meet a resourceful student he encountered back in Act 1, opening up new opportunities for both the bathroom’s storyline and his relationship with this student.
We’ve also been planning out future events and the main themes to be explored in upcoming chapters. Each prefect will have their own storyline in the coming chapters, focusing on a specific problem or event connected to them. This approach will allow us to create a more cohesive story by focusing on individual prefects and their development instead of juggling all four prefects at once.
Finally, we’ve continued work on the Potions Class duty event. The process turned out to be more challenging than expected as we experimented with various approaches to the mechanic. Despite a few unsuccessful prototypes, we’re now close to completing it, and the event should be ready for integration into the game 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
It’s time for a poll!
One of the possible events in one of the upcoming chapters could involve Quidditch. This might include Quidditch training, basic game elements, or even a full-on Quidditch championship. With that in mind, we’d love to know how you feel about this kind of content. For example, how do you feel about managing a Quidditch team, Quidditch-themed outfits for the characters, training sessions with them, and so on? Are you interested in Quidditch content at all, and would you like to take part in Quidditch-related events in the game? Please vote below or share your thoughts in the comments!
1. I'm interested in Quidditch and want to see events related to it in the game.
2. I’m okay with Quidditch, but I’m not particularly excited about it. My opinion is neutral.
3. I’m not interested in Quidditch, and events related to it shouldn’t be added to the game.
4. I want to see the results.
1. I'm interested in Quidditch and want to see events related to it in the game.
36 %
2. I’m okay with Quidditch, but I’m not particularly excited about it. My opinion is neutral.
50 %
3. I’m not interested in Quidditch, and events related to it shouldn’t be added to the game.
8 %
4. I want to see the results.
5 %
165 Stimmen insgesamt