Posted November 15, 2023 by FunDi Games
Hey everyone! As always - all of my Game Update Posts are available on my Patreon! https://www.patreon.com/fundigames
Self-promotion over - let's go into the update...
Fashionably late - that's often the nature of creation, isn't it? There's a slight delay in releasing I SCREAM, but rest assured, it's for a good reason. A snag with Steam's page approval process means they need the new build resubmitted. I'm waiting to release the first chapter until everything is published on Steam. It's crucial that all links and references are accurately connected across all forums upon launch.
Here are some of the animations...
Not bad, eh? All sex scenes are backed up by the story, since I hate those typical "AH YES DO ME NOW" descriptions. I like to use adult material as a way to advance the story.
And no, you are not locked to one girl - there are many paths available.
In a burst of creativity, I've enriched Chapter 1 with more content (partly due to the delay xD). Enter the roadmap feature – a visual narrative guide. It’s not just a tracker - it's a mirror to your choices, reflecting your journey through the story. This tool removes the need for external guides, providing insights into potential paths and missed opportunities, though without revealing the full impact of every choice. The feature has been implemented into the game, I think it's a neat little addition.
Enhancing the visual appeal of my game pages, I've designed character cards for all main characters, with many more to come as the story progresses. These cards showcase the central figures of our narrative.
Let me give you a peek into how I SCREAM is developed. It starts with Sudowrite, my AI writing assistant. Far from generating text, it's more about refining and enhancing the narrative. Think of it as a linguistic sculptor, shaping raw thoughts into engaging prose.
From there, the process shifts to Daz3D, where 3D modeling and scenes are matched to the dialogue. The aim is to create a cinematic pace, aligning visuals with each line of dialogue.
The culmination of this creative process takes place in VSCode. Here, all elements – images, audio, video, animations – are woven into a coherent code format.
And finally, the playtest. Approaching the game with fresh eyes the next day, I revisit renders, tweak text, and add final touches.
Then... I repeat, again and again and again, until it's good. Seriously, I can't highlight how many redos I typically do xD
As I await Steam's approval, the work on expanding Chapter 1 continues. Once the page is approved, the build will be finalized and made available to everyone.
Based on the feedback on the build, I'll decide whether to release Chapter 1 as a Steam demo. If it's well-received, that's a likely yes.
Thanks for reading!
Warmly,
FunDi.