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ScreenPlay News

Version 28.7 Game Update

Hey.

We collected some user feedback and fixed few pretty critical, even blocking problems.

[h2]Display support[/h2]
We've implemented basic support for beyond 1080p and aspect ratios outside of 16:9. Although the interface placement during the tutorial previously blocked progress, these issues have been corrected. The visuals may vary with different displays, and we plan to enhance this in future updates.

[h2]Tutorial[/h2]
Feedback revealed that the tutorial was not effective for everyone, which is crucial for a game where understanding the rules is important.



We've added reminders and rebalanced the tutorial decks to improve clarity and flow. Further refinements are scheduled for the next patch.

[h2]Localization [/h2]



We've laid the groundwork for adding multiple languages to the game. During this process, we encountered issues with font rendering, which may affect text quality for some, though it might not be noticeable to everyone. We now support partial translations (lore and some elements might still be in English) in:
  • German
  • Japanese
  • Portuguese
  • Simplified Chinese
  • French


[h2]Bugfixes[/h2]
  • Added new sound for a lot of things: victory, defeat, pack opening, etc.
  • Fixed Cybocock not gaining story points when a backfire character attacked Cybochick (thanks, NatriOn for report!).
  • Fixed BBQ BIll without spotlight end of scene triggering before the one with spotlight
  • Improved layour of missions UI. We will be re-designing and improving it further so expect more updates on that in next patches.
  • Fixed some cryptic UI and gameplay related-crashes.


[h2]Artwork Attribution[/h2]
In previous versions of the game, the names of artists and AI-generated artwork were only noted in the lore section, which led to some confusion about transparency. To clarify, we have now extended this attribution to the collection section as well. All placeholder artwork includes a visible watermark when you hover over the cards in both the collection and lore sections.



We want to assure you that AI-generated artwork is used strictly as temporary placeholders, and we are actively replacing them with original pieces created by our talented artists. For a deeper insight into our creative process, please check out our post titled 'The Art of ScreenPlay.'


Thank you all for your continued support. We look forward to sharing more updates soon.

The Art of ScreenPlay CCG: From Concept to Completion

The Art of ScreenPlay CCG: From Concept to Completion


Ever wondered how we create the quirky, humorous characters in ScreenPlay? Consider this post a behind-the-scenes look at the filmmaking process—yes, a movie within a movie. Get it? Alright, moving on.

[h3]The Creative Process[/h3]

Our journey begins with the card mechanics. Before any illustration starts, we define these mechanics and use placeholder artwork to embody the core concept of each card. Take "Wake and Roll," for instance. The initial idea featured a bear comically propelled from bed into action, embodying the sudden call to adventure.



[h3]Illustrating the Drama[/h3]

For "Wake and Roll," it was crucial that the artwork captured both the readiness for danger and the potential for failure. We envisioned an anthropomorphic bear from the world of Jaw-Z, mistakenly offending Queen Bee and facing a retaliatory swarm of bees. An alarm clock designed as a honey bee hive and the bear desperately reaching for bee spray enhance this scenario. Will he manage to grab the spray in time or succumb to the buzzing foes? This cliffhanger mirrors the card's mechanics, where a selected character can dodge an attack, counterstrike, and earn a story point.

[h3]From Sketches to Final Art[/h3]

Our artist, Kevin, translates these ideas into two initial sketches, from which we select one to develop further.



After finalizing a sketch, Kevin crafts a rough color version to integrate the artwork seamlessly into the game, allowing for adjustments before the final rendering. This approach ensures that the artwork is not only effective but also resonates with the gameplay experience without rush.



Here's a look at the final polished version and its implementation in the game.





[h3]Designing the Movie Set Universe[/h3]

Our process extends to other aspects of the game's world, like movie sets. Our artist, Sam Kemp, sketches out initial designs which are then blocked out in 3D for optimal lighting before the final paintover.

Sketch Stage

Blockout Stage

Final Version

Once the final version of the movie set is complete, we meticulously segment it into layers and animate various elements to infuse life into the scene. We employ shaders to animate certain components, while others utilize Spine for smooth, realistic movements.


Animated Version in game

[h3]Illustrating the Card Backs[/h3]

Similarly, the back of each card receives the same meticulous treatment, tailored to the theme of the card, such as our comedic card back featuring a clown hit by a pie, brilliantly brought to life by artist Leo Fonseca.

Sketch

Flat Color

Final Version

[h3]A Note on AI Artwork[/h3]

While some AI-generated artwork currently serves as placeholders, we're committed to replacing these with original creations. All placeholder art is clearly marked with a watermark in the game's collection view and noted in the lore for full transparency.





We're dedicated to ensuring the final release is free from AI-generated content, and your early support is crucial in achieving this.

[h3]Looking Forward[/h3]

There’s much more going on behind the scenes, especially with VFX and animation that demand unique artistic contributions. We’ll share more about these processes in future posts.

Thank you for joining us on this artistic journey. ScreenPlay has entered early-access, and we’d love for you to spread the word and share our innovative take on the collectible card game genre with your friends!

Fix of daily missions

[h2]Daily missions are now fully functional.[/h2]
  • We calculated how much you could farm over time without missions progress and gave all accounts 300 tickets and 30 goldies.
  • If you have lost any in-game items due to server issues, please contact us on Discord server or on the Steam forum so that we can restore them.

Lo and Behold! The Curtain Rises on ScreenPlay CCG!

We are thrilled to announce that ScreenPlay CCG is now live in Early Access! Jump into the director’s chair and start crafting your cinematic masterpieces today.

Celebrate with Our New Launch Trailer!
[previewyoutube][/previewyoutube]

[h3]Play and Share Your Feedback![/h3]
Your experience and reviews are invaluable to us. Dive in, explore the game, and let us know your thoughts.


[h3]Support Us with Real-Money Transactions[/h3]
Real-money transactions are now live! You can purchase Goldies to enhance your gameplay and support our ongoing development.


[h3]A Major Milestone[/h3]
While our journey is far from over, launching in Early Access marks a significant achievement for us. We're excited to continue improving and expanding the game with your support.

[h3]Compete Online[/h3]
Gather your friends, join us on the server, and compete to see who can create the best movies! May the most creative directors win.

[h3]Join Our Discord Community![/h3]
Participate in regular tournaments for unique rewards and engage with our friendly movie-making community. Use promo code READYSETACTION to receive a free welcome gift when you join!

Click here to join our discord server!


We can’t wait to see you in the game!

Version 28.5: Get ready to jump into Early Access!

[h2]Exciting News, Everyone![/h2]
This is our final patch before we make the big leap to Early Access tomorrow. We're thrilled about this milestone and hope you are too. Here’s what you can expect in this last update before the big day:

[h3]"Chain" missions[/h3]
Embark on thrilling multistage missions to earn more goldies and unlock new rewards!


[h3]Voiceover for tutorial[/h3]
We've introduced a voiceover in the tutorial! It's not fully polished yet, but it’s there to enhance the experience for new players. Expect further improvements in upcoming patches.


[h3]New artwork[/h3]
Check out the fresh artwork for these cards: Ocean D. Finley, Archimimus, Alien Abduction, Firebrand Lassie, Clumsy Cactus, and Jurassic Canon Fodder. Thanks to our awesome artists for bringing these characters to life with their illustrations.


[h3]New Movie Sets: [/h3]
Explore genre-themed movie sets now available in the store:
  • Comedy: Dive into hilarious mix-ups at a fun fair.
  • Mystery: Solve a bank robbery gone wrong with secret shadows lurking.
  • Drama: Ramp up the telenovela tension in a wealthy family's estate.


[h3]New Card Backs: [/h3]
We've added a variety of new card backs and other exciting goodies.


[h2]Bugfixes[/h2]
  • Added non-animated version of Sly, adjusted cost of animated Sly to be in line with other animated directors.
  • CyboBoy and Bartender Hydra would not freeze from their planned attack, if they have been already frozen (thanks, @Dunkoro).
  • After mass effects characters won't get stuck under each other and move to proper position on the set right away (thanks, @kramushka and friends).
  • When you steal narrative points from opponent, your Sleight of hand trickster won't return back to your hand (thanks, @Majstor).
  • If character under Bloodbeards effect attacks and dies during an attack, it won't steal the narrative points.
  • Fixed Spikes visuals alignment.
  • Character with lethal has to deal attack damage for it to activate, Spikes and Backfire is not considered attack damage (thanks, @Dunkoro)
  • Making copy of the deck won't overwrite already exist copy.
  • When collecting large number of bounty points after AoE, they are properly spread between Lead and the free narrative points (thanks, @NatriOn).


[h3]Looking Ahead:[/h3]
This release sets the stage for our early access launch tomorrow. Get ready, spread the word, and dive into the world of ScreenPlay, where creativity meets cinema. Calling all visionary directors to join us!