Devlog is out! Whats next?

Mar 31, 2025

My 5th devlog is out! The volume I thought was fine when editing but you might need to turn it up to hear everything, ill have to triple check next time...

But for now, its back to work, getting the other 2 rooms done, enemies, spells and such!

I also did say before that I would need to look into updating this website from being amateur, that may come in between cause I need to get artwork to catch up with what I have. I could also look into other hosting sites to have different features like likes or polls? I'll have to see

But for right now right now, im skimming and improving old works, godot has upgraded alot since the previous devlog!

I think ive been moving fast but thinking that might stagnate me from getting faster, but I really dont like how I just dissapear for awhile just to comeback and promote my game progress just to leave again. Really doesnt make me be a good discord member or friend, but maybe making more meme centric shorts can help? They do way better than anything else im doing lol.

Caravan Room + Devlog 5 talk

Mar 10, 2025

MB for not making a post last month but ive spent most of feb drawing out alot of assets!

Right now the caravan dungeon room is 90% complete, the 10% being the other's having dialogue but that can be patched in another time. Dont need to show EVERYTHING at once.

The list I put up for devlog 5 is ready, and ill make the vid alot simpler than the others. Both to have the output not take a month but also cause my devlogs are the worst performing videos ive every created NGL lol

Not complaining (too much) but shorter form ofc is more favored, the topics ill go over are:

I'll still try to make more assets before I start recording but dev 5 script writing gotta start and end swift! I hope you guys can stay tuned until then! After this devlog like I said before, I should update this website to look better, give the other rooms their own logs, and more items ofc!

I also changed the item pick up to look way better thanks to @miesmud's input! ᕙ(^▿^-ᕙ)

It feels like not much despite taking months but im not at the pro level to 1 take everything, code and artwise, we are getting closer to the playable loop. It just needs ALOT OF ART.

First Dungeon Items Set!

Feb 9, 2025

Hitting good progress! Set up a nice system to create roguelike dungeon items and boons, also lucina is getting some movement animations! It'll take time to get all her movement, especially since this time im manually creating her frames but I'll show it off when its all completed.

I think i stated before here that ill separate the original devlog 5 idea from just the foraging aspect entirely to separating it by areas and enemies. its almost been 4 months(i think) since the last devlog so i think that idea would be for the best.

Now that i have a system and method for creating special items and boons, shops and the well needed art for literally EVERYTHING ELSE will be the focus before devlog 5 roundup

After the devlog i think i need to clean up this website abit or atleast modernize it to look better. so much to do...didnt plan for it to seem big, maybe this is inevitable for wanting the roguelike aspect oh well

Scene Bg update + Devlog 5 plans

Jan 23, 2025

Ive spent an annoying amount of time trying to get the ground tiles fixed up and I still might change it another time, but the example I shown before is alittle hard to put together for a very square tile system.

Nevertheless I added trees and fauna, and a bottom to the grass tiles to have the feel of a 3d enviroment. For devlog 5 I might just cut all the fat of visuals and just display the changes with fewer visuals, just so i dont spend another whole month or so on it.

I dont think people liked much of the last devlogs ones but its a small viewpool im working with anyway. Devlog 5 will focus on covering:

Its gonna be a rough year, especially in the US. So hopefully you guys will be able to manage under everything, ive been needing to do more IRL obligations but im still gonna do my best to get this done.

The time to lock in was yesterday..Forcing myself to draw after work & chores just carries dread sometimes...

Changed Inventory UI & Potion quickslotting

Jan 5, 2025

Quick update post, I changed the Inventory UI to look WAY better than the last art and now allowed potions to be quick slotted and used!

Im going to do my best this weekend to get as much art done, as well as playing around with shaders to get this more polished. The map might also change, looks too saturated.

I dont want it to seem like ive been purposely lacking when it comes to updating my progress, but damn having a job does give a bit of dread when your coding on and off work. Either way I gotta batch alot of work this weekend!

Heres a quick concept on what I might go for!

Updating Map Art, Before & After

Dec 30, 2024

Heres a before and after for updating abunch of the temp art I had

Per the previous blog post's dilema, I thought atleast updating the art would be a good motivator on the progress of the game I can show off

Yea grey boxes should be prefered for me, but ill prob assume you guys would rather see colorful art sooner than me taking longer to get both worlds!

The list is still there, im gonna try to continue what I have now, maybe start with Boons cause I also changed the inventory art for the better. Lets hope next year I can double my progress to an alpha build soon! (っ^▿^)۶🍸🌟🍺٩(˘◡˘ )

New Skeleton Base Models

Dec 14, 2024

Hey guys! :O

Been a few but heres the models ill be using for small and tall species for npcs. Like Dwarfs, Goblins, Gnomes to like Orcs & half giants. These npcs specifically are onces found in the dungeon (the fox guy is missing his tail but its there DW)

Prefacing this as im not complaining, but man I really dont anything about marketing. I thought atleast sharing wips is like standard but idk if thats really getting me anywhere, like yea im not gone for months but doesnt feel like the best way to get my work out there. This took abit cause half my brain is like "fix up the art so people will have something to look at instead of greyboxes!"

other half is "you should be coding first before art so theres an actual feature TO show off!" but then id just have greyboxes. Basically im wondering if I should take as long as it takes to have every part of a feature done until I annouce it. Day job aside my artist and coder sides dont work that fast enough, but im doing my best to not have this take 5 years.

Anywho that short list is all completed, so rn I just have to add a bit more features then pretty it up. Heres the current goal list

After this, the core gameplay loop would be finally set. And ill go back to the old stuff and fix it up. Definitely worked backwards cause im so against settling with greyboxes to code lol, I wanna see it come alive!

Dungeon Results Progress

Nov 24, 2024

Hey! So Ive been putting together the results screen for after clearing up the boss room, art will need to mdo alot of heavy lifting. I wonder if there should be a seperate devlog just for the map generation and I pretty what I have now.

I dont think having shorter devlogs would matter but ill have to decide on it later. I cant draw as much or at all at my job anymore, not in trouble just more workload, so still figuring things out. Dont have much to say, life and junk, still working. But def need to hurry up already (シ_ _)シ

I would save more as gifs but for some reason RN a gif is like 10 times the memory as a vid, but ill cut down on future ones

Special & Destructable Flora

November 11, 2024

Hey again, ive been busy abit putting together the flora stucts, so far I got: Boulders, Logs, Trees and a specialized plant called a Candleflora (i dont have a better name for it yet)

These specific structures apart from the candleflowers will be destructable to the players and enemies, i'll have to really see if the preset maps should be bigger to compensate against enemies and spells.

I think the 1 block structs should not have collision until maybe I can test how combat would fully progress,it would probably be annoying if you had to dodge projectiles and tiny collisions.

Im NGL, it would've been done sooner but the election really worried me. All I can do is continue my normal but hey if you dont hear from me atleast on here or social media, then Im sorry if I cannot finish the game for you guys. Not to jinx myself or anything but im not confident that ill just be fine for another 4 years, especially with police immunity or his radicals getting confident on what they can get away with.

Ive also privated my twitter and moved onto BlueSky, I hope its obvious with how my protagonist looks its dangerous to promote in that cesspool.

I wish there were other places that would be good to post when its not entirely video related. That wouldnt be a problem but I would really need to curate it like the devlogs for appeal yknow? also why I dont really post gameplay on tiktok, I should but it might also be deleted january, idk

Anyway whats next is a results screen, going to and from the cabin, and drawing out the other gimmick rooms, stay posted till then! I might also need to create more race body types but ill have to decide if i want to also overhaul how the current skeleton bodies look. Im trying to save all art stuff for the art overhaul but im starting to think wips arent appealing to look at lol :P

I think it would be like the People -> Tiles -> Structures -> UI -> Cabin. So much for a small game lol

Scroll Map Dungeon Generation

November 1, 2024

Hey guys, made a similar map generation for the continuing foraging

Not to plan too big but I had the idea for 7 room types:

MONSTER / TREASURE / REST / SHOP / AWAKEN / FAUNA / BOSS

The generation will still be relatively the same though, if you remember seeing a yellow room in previous minimap generation those would be replaced with the respective special interest rooms

Rest, Fauna and Shops will be single rooms instead

Heres my future goals for the current map gen:

Stuff like enemies and spells will have to come abit later after these, but ive been making really good pace so far. Compared to my other features these features already exist commonly so my time coding these in is much faster.

MapGen + MiniMap WIPs

October 27, 2024

Long time no see buddy! Heres some of the progress ive been on with the maps

Ive decided to have the dungeon aspect of the game to use preset like maps in the generation to have more control. I'll of course expand and fill them for a better battlemap. So far the map will generate between 6 to 13 rooms at random

For now I need to build up the other part of generation, being the entire dungeon layout. Kinda like how COTL does it, I want to hold off as much I can on making any art and expand on that demand after!

Ive also think it would be a good idea for my dungeons to have every room, aside from select special rooms be open. The whole point into even venturing into these dungeons is to collect materials from the monsters slain for materials, or just collecting from the fauna. That should be enough of an incentive to go there, as your business or potions wouldnt thrive without a steady stream of them.

But ill no doubt be extatic to show off my progress more when thats ready! Stay tuned and sub to the YT to keep up! :D

DEVLOG 4 IS OUT

October 21, 2024

Ok the 4th devlog is out and on the frontpage, what now? Aside from me needing to make another announcement, the future plans were laid out in the vid, where i'll put focus on the foraging combat and map building.

Its obvious this project is very art intensive, but now that this devlog is covered I can lean back onto coding while maybe easing up on the art. I probably wont tbh since art is the best thing can do to advertise what im making, but drawing everyday has really decreased the quality. So im going to make an attempt on focusing studies with my art while prototyping with my code with limited sketches!

I have conflicting feelings about my art I wont get in to, so I really want to try to be capable of making better pieces. Even if the immediate next posts I make arent studies trust I dont plan to stay stagnant!

If you havent seen the devlog yet please give it a sniff and subscribe to follow my edited logs! This one was especially a month+ in the making!

Devlog 4 Almost Done!

October 14, 2024

Hey! Just making a post updating about the next devlog

Its almost done, all it really needs left is art visuals. I go over most of the posts ive described here but also Im updating the Journal UI because the old one looked so eh

Also gave a new emote to customers too for them to admire special decor the player places

Other than those, after this devlog is when I start focusing on the 3rd pillar in combat, but im definitely B-lining to redeveloping a save mechanic cause MAN do I regret not having that be the first thing I fixed up after the unity import...

Maybe also fix up the website to be more presentable. So lets hope my arting can follow through (•̀ᴗ•́)و ̑̑

Hero Portraits & Plan

September 23, 24

Sorry for this one taking awhile, I didnt mean for it to take this long to finish the portraits. But a mix of art block and not feeling as any of it is adiquate enough. But reaction portraits for the current Hero Customers are here!

Like to me these are 3 different but I wont mull about it outside of this, it just hard to stay consistent for 9 portraits AND be saitsfied with it

Now's priority is scripting for the next devlog and I already got a good summary on what to say, it'll be more of a recounting of what ive done cause Ive got to get going and lock out of the monotony of my day job. I might in the future shade and highlight the portraits too so not final product of course! I also need to figure out how to record my voice better, I used audacity but idk if thats really working out in my strongsuit.

Either way ill figure it out in time! It'll probably be shortish like the last one. I have to B line to making the 3rd pillar Foraging so i'll do my best

Hero Spawn Rarity

August 24 - September 2, 2024

After opening the shop, you have a chance to spawn hero’s in your shop that won’t reset till the next time you open back up. For now they pick a random spot within the cabin area to stand.

This week was making UI, heros to spawn on a rarity, filter duplicates so you shouldnt get a hero your already doing an order for, and their skeletons. After this, I just have to make them dialog sprites & preferences

Ive had an inkling to give them like one of those gatcha intros when the doors open and the star rating and BIG fullbody portrait. Nothing too much like an animated intro, its just to get the ground off it.

Plus I still need to make each of the current hero's (3) portraits, (alot of the game progress is needing art argh) Next blog post should be the last one before I start working on the 4th devlog ᕦ(ò_óˇ)ᕤ

Goals Left:

---Sept 2nd Edit---

I SEVERLY underestimated how much I would be saitsfied making portraits for these, not to mention my motivation for doing art have crashed for awhile after doing it daily, but I wont whine about it RN

Portraits are still in the works, still 9 needed, maybe I shouldnt hold off making blog posts cause the sole reason of these was to share WIP faster but yea. It might be awhile to make sure they arent like weird looking.

I was also supposed to make a promo animatic for the devblog but its on hold cause I forgot even making and planning 10 seconds of these could take a week, ill just leave it like that to not complain more... ill be back!

Inventory UI Update

August, 18 2024

redid the inventory almost entirely to compensate the new design this weekend & added in Rael + Cherie. I was working on this UI on and off abit during my dayjob, (work wasnt that extensive) and got to work this weekend with coding for it so i can replace the wip stand in it had before.

moreso entered the train of "well if i did this i might aswell add this, so now its fully redeveloped lol. as always it still depends on other factors so ill say its 90% done (•̀ᴗ•́)و ̑̑

Also added 2 new heros to fill in the Hero Star Lists for future testing

2 Star Magical Girl Hero Cherie (Water Hybrid one)

3 Star Ex-Pirate Turned Mercenary Hero Rael (Elf one)

Fun Fact: Rael is my first and current running DnD PC :D!!

making these npc models is alot of fun and i can get them out pretty quick surprisingly, more annoying to put together tho since they all have stuff on them so they dont scale similarly. One day ill get fed up and put them all through a grinder.

but for now screw future me, ima have fun with them. Now back to the rest of that list!

List until next devlog

August 15, 2024

Completed

Goals

Ive been working on this list since July. The results tracker is there but I feel like it needs abit more tweaking before its ok.

I also stated awhile ago (somewhere) that once the 4.3 update changes come to godot ill try to get on track for a art overhaul. Ive kinda already been trying to since ive been making UI recently, Ill let you guys know about its progress after this devlog but yea again ill tackle it periodically so my wrists dont fall off!

These last ones shouldnt be too much trouble tho! Ive already implemented the heros having a rarity spawn, i just have to call them after the shop gets closed. Otherwise ill do my best to not have this devlog take more than a month to post lol!

WEBSITE IS ALIVE

August 15, 2024

Hello Visitors!

I made this website to better track the development progress in my game Witch Tuition!

Ive never made a website before so ill still try to update the look of this place while adding new posts and progresses. Twitter and youtube only felt like the places I COULD post updates on, but I share more updates casually that would take forever to keep up with devlogs for. The hosting site might change too if I need to like add comments or more storage but ill be figuring it out!

I hope you can keep this site in mind and take a peak when updates come! ill try to also get past updates when im free to for archiving! Until then, I hope you guys stick around! :D

First phase of Customers & Hero Models

July 14, 2024

Heres the models so far for the npc customers

The classes ranges from Commoners | Travelers | Adventurers | Nobles

There will also be Heros: who will request commissions of multiple potions as well as have ratity when spawned in. I sorta also wonder if theres gonna be too many skeleton bases in the final version.