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    <title>Devlog · Wine &amp; Sorcery</title>
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    <description>Wine &amp; Sorcery development log, day by day, since commit zero.</description>
    <language>en</language>
    <lastBuildDate>Thu, 01 Oct 2026 12:00:00 -0300</lastBuildDate>

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      <title>Day 13 — First real playtest (and everything it turned up)</title>
      <link>https://wineandsorcery.com/en/blog/#dia-13</link>
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      <pubDate>Thu, 01 Oct 2026 12:00:00 -0300</pubDate>
      <description>A full project review and the fixes it led to: the engine no longer hangs on cancelled or stuck walks, loads, nested cutscenes or double transitions (with a new regression test, 14/14), and the Asset Forge server got hardened. Then the first playtest of Chapter 1 on the web: an adult-sized hero, hotspots on their art, real sprites instead of shapes, menus without empty boxes and a notice when you pick something up.</description>
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      <title>Day 12 — A quiet stretch: two ideas and a link</title>
      <link>https://wineandsorcery.com/en/blog/#dia-12</link>
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      <pubDate>Sat, 22 Aug 2026 12:00:00 -0300</pubDate>
      <description>Quiet weeks. Two ideas in the backlog (Winemaker's Sight, to "read" wine without drinking it, and giving the rival choice real consequences), a link to javiercaruso.com on the devlog and stack pages, and docs on how the site gets published.</description>
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      <title>Day 11 — A review and the Story Master</title>
      <link>https://wineandsorcery.com/en/blog/#dia-11</link>
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      <pubDate>Sun, 05 Jul 2026 12:00:00 -0300</pubDate>
      <description>A full project review with a four-sprint backlog, the design of the Story Master (a design partner that proposes how the story could continue and records decisions) with its v0 as a command, and Sprint A of tooling: command-line-editable plans, a generated backlog and a dead-end detector across chapters.</description>
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      <title>Day 10 — New art lands in Chapter 1</title>
      <link>https://wineandsorcery.com/en/blog/#dia-10</link>
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      <pubDate>Tue, 30 Jun 2026 12:00:00 -0300</pubDate>
      <description>B1 story backgrounds and ten curated item icons, plugged into the game: the flashback and the tower with their real plates, young Aldric as a sprite, and six scenes to walk around the backgrounds of chapters that don't exist yet.</description>
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      <title>Day 9 — Closing out the tooling punch-list</title>
      <link>https://wineandsorcery.com/en/blog/#dia-9</link>
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      <pubDate>Mon, 29 Jun 2026 12:00:00 -0300</pubDate>
      <description>The Story Bible is now served live from the Story Planner, flags are nodes of their own, there's a chapter-vs-plan comparison and a wizard to link nodes to real entities; and the Asset Forge offers to close the pending request when you approve an asset.</description>
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      <title>Day 8 — Walking around things (and PixelLab in the Forge)</title>
      <link>https://wineandsorcery.com/en/blog/#dia-8</link>
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      <pubDate>Sun, 28 Jun 2026 12:00:00 -0300</pubDate>
      <description>Shaped walkable areas with pathfinding around obstacles, object names on hover, PixelLab in the Asset Forge (balance and generation), a portrait of young Aldric, and Analytics with a cookie notice on the site.</description>
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      <title>Day 7 — Visual Effects (FX) and Playtest Pipeline</title>
      <link>https://wineandsorcery.com/en/blog/#dia-7</link>
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      <pubDate>Sat, 27 Jun 2026 12:00:00 -0300</pubDate>
      <description>Shaders and dynamic lights tested in Test Chamber 4 (magic_glow, wine_ripple, heat_haze with FlickeringLight), the playtest export pipeline repaired, and the Windows Launcher pointing straight at the compiled build.</description>
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      <title>Day 6 — Dual-Core AI Engine and Prototyping</title>
      <link>https://wineandsorcery.com/en/blog/#dia-6</link>
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      <pubDate>Wed, 24 Jun 2026 12:00:00 -0300</pubDate>
      <description>We integrated a "Dual-Core" AI engine, making Google Antigravity (Gemini) and Claude Opus coexist while optimizing "wallets". Gemini takes on the role of Concept Artist to generate clean backgrounds and interactive sprites right from the IDE.</description>
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      <title>Day 5 — The Story Planner and Authoring Pipeline</title>
      <link>https://wineandsorcery.com/en/blog/#dia-5</link>
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      <pubDate>Tue, 23 Jun 2026 12:00:00 -0300</pubDate>
      <description>Maturing our internal tools: v0.26.5 of the Story Planner brings parallel story versions, visual diffs and drag-to-connect UI. We formalized the authoring pipeline in the Story Bible so everything flows in a single direction.</description>
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      <title>Day 4 — Polish, signed deploy and the Asset Forge</title>
      <link>https://wineandsorcery.com/en/blog/#dia-4</link>
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      <pubDate>Sun, 21 Jun 2026 12:00:00 -0300</pubDate>
      <description>Tooling day: signed and notarized macOS deploy, larger inventory icons, local image editing (FLUX Kontext + IOPaint/LaMa) and the Asset Forge — a self-serve asset generator with a web UI and queue, iterated from v1 to v0.26.10 in a day.</description>
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      <title>Day 3 — Playable everywhere (and with sound)</title>
      <link>https://wineandsorcery.com/en/blog/#dia-3</link>
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      <pubDate>Sat, 20 Jun 2026 12:00:00 -0300</pubDate>
      <description>Touch / iPad support, ES + EN localization with Chapter 1 translated, local audio (SFX via Stable Audio Open and music via ACE-Step), the Story Bible and iOS device deploy. Plus the content policy: the protagonist makes wine but doesn't drink.</description>
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      <title>Day 2 — From game to engine</title>
      <link>https://wineandsorcery.com/en/blog/#dia-2</link>
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      <pubDate>Fri, 19 Jun 2026 12:00:00 -0300</pubDate>
      <description>We stopped hardcoding content: declarative objects, chapters as reconcilable markdown, headless QA + CI, and a sprint of adventure features (typewriter, cinematic mode, dialogue trees, camera, tints). And the website was born.</description>
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    <item>
      <title>Day 1 — Repo is born (and we picked an engine)</title>
      <link>https://wineandsorcery.com/en/blog/#dia-1</link>
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      <pubDate>Thu, 18 Jun 2026 12:00:00 -0300</pubDate>
      <description>It all started: we chose Godot 4 (GDScript, web-first) and 480x270, built the base point-and-click engine, the Chapter 1 intro with its gag and flashback, the flag-based save system and the art pipeline with the first pixel-art backgrounds.</description>
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