New account registration is temporarily disabled.
0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Progress Report

Delay and Polishing the game further

Hi everyone, it’s num. In the last devlog we estimated that Nusakana will be ready for release around the end of September, but oh boy, how wrong we are. The game proved to be even more larger than we thought it is originally will be. During an internal beta test we did, the playthrough almost clocked to 30 hours, and that is with all the knowledge of the game beforehand, no blind run. With that experience on hand, we estimated roughly that the regular gameplay will take probably around 30 – 50 hours. During the test, we also discover a lot more bugs that is pretty major and could hamper the gameplay. But rest assured, all of those are now in the past, we have completed the beta testing! Although, it mean that the game need to be delayed further… But it’s for greater good, we swear!

With the game now confirmed to be playable and actually clearable, we are moving on to the polishing phase, adding missing features, functionalities, and preparing the game to be released on Steam. One of the major functionalities we add is xbox360 gamepad (x-input) compatibility. By default, the engine we are using doesn’t support x-input, so if you want to play the game using xbox gamepad (which is pretty much standard for gamepad on PC gaming nowadays), well, it will be pretty messy since the control is not configured properly and there is no way to change the gamepad key input. But thanks to Gamepad Extender script from Lone Wolf and the edit from wltr3565. You can now use xbox360 gamepad when playing Nusakana properly! Not only that you can also change the gamepad key input if you wish so! Isn’t it pretty neat?



The xbox360 gamepad compatibilities is one of the many functionalities we are going to add and polish further. Hopefully everything goes well, and we can release Nusakana… Well, I don’t dare to actually estimate when it will be released, since the last time we estimate… It’s going off chart and delayed. But for sure, we will release it before this year end, that’s my promise! See you in the next devlog, and thank you for reading!

Progress Report

Updates!

Hi, so it's been quite sometimes after we updated this page. Not because we are lazy updating (though honestly sometimes we got lazy too) but because there is so much stuff to do even after we got greenlit and this page is kinda left behind compared to our devlog and social media stuff.

There is so much change from our previous blog and in this opportunity I want to show some of our newest screenshot and changes on the game (and also tidying up Nusakana's RMN page).

Menus
The most obvious one is the main menu, It still retain the same old layout, but with a more polished button and minor graphical change, we are also changing the game resolution to 16:9(as opposed to the default 4:3).



And there is the character status menu, still the same old layout, but we cramped much more information now. Since Nusakana also has a kind of "dating simulation" section, information like character mood (that will affect your conversation) hunger level and relationship status now is displayed more clearly.



The party formation menu. Each of character now have their unique role and support passive power displayed, hopefully this will help the player arrange their party according to their play style quickly.



Equipment menu. Adding character stats that will be affected by equipment changes and more infos on equipment.



Maps
Aside from menu improvements, there is also a revamp on the tilesets. It is now strictly pixel art! no more mish mash of soft brush and pixel art style.





Characters
And lastly, some characters also got new looks.

The old man hunter.


The ambassador dude.


And that's about it for the glimpse and explanation of the new screenshots. Since it will be too long if I include all of the changes, you can see more screenshots like the battle screens change, fishing, character interaction screen here at the images page: http://rpgmaker.net/games/5232/images/

Lastly, an ultimate question... When is Nusakana going to be released? Well as much as we want to say “when it’s done” we actually have a planned release date, That is last month... But because of certain circumstances we need to delay it. Now our estimated release date is pushed to July, or as late as August. Hopefully we can reach it!

Thanks for reading!

Announcement

Nusakana is greenlit!



A big and unexpected surprise! We have been greenlit on Steam Greenlight. Our announcement on the greenlight page: http://steamcommunity.com/sharedfiles/filedetails/updates/348992933/1422018387

Thank you for your support everyone!

Announcement

Nusakana on Steam Greenlight!



Hi everyone, just a heads up, Nusakana is now on Steam Greenlight, if you want to see us show up on Steam, please do visit our page and vote for us here:

http://steamcommunity.com/sharedfiles/filedetails/?id=348992933

Thank you!

Announcement

Gameplay Preview Trailer!

Hi! It's been a while since our last update, What's new? Well, there's a lot of stuff changed. Ranging from graphics to system, to sum it up we have create a short trailer video showcasing some of them. Check it out here:




In other news, we also started some of social media pages for Nusakana,

Official Website: http://nusakana.web.fc2.com/
Facebook: https://www.facebook.com/nusakana
Twitter: https://twitter.com/nusakanagame

Thank you and see you in the next update!

Progress Report

Themes, Themes, and Moar Themes!

Hey guys, numfank here! here's an update straight from the devlog, to make the RMN page more lively, this time about the musical theme direction from our talented composer M4usviecr (Jasmine Cooper), check it out!
=====================================================================================

Greetings Nusakanites!

(Nusakanans? Nusakanians?)


It has been quite some time since I've posted anything music related, and I figured it's high time I give an update. The beauty of Nusakana is the lengths of which we, (Numfank, Zazon, and I), are going to make sure all the characteristics are integrated. Art, Music, and Programming aren't separate entities that you sew together into a final product. They are components that should play off of each other. Where one begins, the other takes hold, leading into new directions, until something great has been created! A good example of this is the day/afternoon/night system:



In an attempt to integrate the programmatic and art aesthetic, I am working on creating themes for different times of the day!

(Extra work, but it'll be SO WORTH IT!)

Currently, my focal point is on Day/Night. Once the necessary versions have been completed, I aim to create a style that could fit in between both ideas for the afternoon section. For example, I had started working on a night version for the village theme... until I decided to scrap the original track altogether.

Even so, had I kept the original thematic material, this is how the day version would sound, in comparison to the night version (which is pictured above):

Nusakana Village Day
https://app.box.com/s/tz4e5rfe6r0t0mtnrwf0

Nusakana Village Night
https://app.box.com/s/0oxnwndwln8weeupm5ew

My goal is for it to be as seamless a transition as possible. When it becomes afternoon, I want for the changes to be noticeable, but not drastic. Not simply in the melody, but in the timbral differences, the mood... Getting the balance just right will be the real challenge!

THE MAIDENS!


The next order of business are character themes! We have maidens in the game and, rather than create numerous themes for each character (which would undoubtedly destroy me since there are over fifteen),
we decided to have a central theme that caters to the personalities of each maiden. Though each maiden is unique in her own right, many of them have a core characteristic that could be categorized as such:

Cheerful
Silent
Rough
Kind
Mischievous (Playful)

Upon finding the right motif, I will be taking it and re-creating it to fit the five general personalities of the maidens. It just so happens that I have found a melody that I personally enjoy and have decided to make conducive to the maidens theme:

https://app.box.com/s/i6kmnl27pho8ledp526i

I aim for the soundtrack to be a nice mixture of bossa nova, latin jazz, and a splash of house/dance. Not much house/dance has been written for the soundtrack, but I am changing that, starting with one of the Maiden Themes!

I know you're used to numfanks wonderful sprites and drawings, but hopefully this wall of text wasn't too bad. ;)

Until next time!

Progress Report

Watery Business

Hello, numfanklewhat here, I admit there's a lack of update in this RMN page, because of IRL and other stuff but we are still alive and well and also the project is still in progress. Anyway, here's an excerpt from our last devlog update at nusakana.blogspot.com
===================================================================================


the new journal looks


March is almost over, and I'm feeling a bit guilty about the lack of updates in the blog. Through this month there is a lot of works being done overall in the project, mainly the most boring, tedious, non-interesting quest eventing, and cutscene making and a little bit tweaks in the graphics, mainly on the main menu GUI, which is now including grid on some parts of the window to make reading text more clear and easier. Compared to the former, blank color window, most of the window that contain text now feels more like a note, with the grid and natural handwriting font. We also tweak the journal menu, where you will spend most of the time figuring out what to do and looking for direction in any quest. It's mainly a cosmetic tweak to give more adventurous feel to the player.

Another tweak aside from GUI tweak and other minor stuff, is fixing the water tile used on the beach. The original looks like this:


old water tile


It feels.. so boring and bland and the wave movement animation is random, somewhat nonsensical and asymmetric. I admit this is the first water autotile I made in VX Ace, which is considering the complication of its autotile system, made making custom tile really tricky. So I tried to revisit the water tile and trying to remake it, and this is the result:


1st attempt


Taking inspiration from XP water tile, I tried to make something close to it, with more clear, see-through water, and orderly wave movement animation. The result is pretty good but suddenly, that unique, blue sea feels gone.. So i decided to redo it again, and come up with this:


new water tile


Using the 2nd water tile but the 1st color scheme, I finally able to recreate that blue sea palette feels of the original tile but with the cleaner, more orderly new water tile.

Other than that stuff above, I also planned to redo all the water tile, comprising the river, lake and ocean tile, now the burden of eventing is mostly lifted, so I can really focus on the graphics side of the project and hopefully it all goes well. (Afterall, the quality of water tile in a project that focus on watery stuff needs to be top-notch isn't it?)

And with that, I think that's all the report I can write for this post. See you in another update next month. Thank you for reading this blog!

Progress Report

Beach Scenery Simulator 2014

Just kidding really. A bit of update on the progress. Me and wltr3565 are working hard trying to make the battle scene background more pretty and lively, instead of just boring, static landscape image. And this is what we've come up with! A beach scene with animated bits, the distant cloud and the ocean waves. We jokingly said that might as well make a beach scenery simulator game for all this effort just for a battle scene background in a tiny piece of map. Now what's left to do is trying to make the trees animated too, and maybe the shining stars at night. Check the video sneak peek here:




That's all from me for now, see you in the next update of our progress!

Game Design

Nusakana Music: Battle Theme

Hey, Jasmine here! Seeing as how Walt and Numfank have managed to get a post up about their doings, I figured it's high time that I post a snippet of what is going down in the music department.

For a while now, I have been spending time working on the battle theme for Nusakana, and it has been quite a challenge. Writing a battle piece is one thing, but the real task lies in the feel, and more importantly, the style.

Prior to my joining the team, the temporary music of Nusakana was a hearty mixture of -

Bossa Nova
Latin Jazz,

and, Dance/Techno

a musical montage that Walt and Numfank insisted on keeping, and a musical direction that was, in my eyes, enticing, to say the least. I knew writing music of such caliber would be challenging and would test my skill as a versatile composer.

So far, the hardest piece I have written for Nusakana was, and is, the battle theme.

To start, here was my reference piece:




Talk about large shoes to fill.

Yet, this piece held a variety of dynamics that, in the end, helped it work as an awesome battle theme:

Drive
The feeling of purpose
Urgency

An awesome solo

Now, my goal is to attempt to create a piece of similar musical/compositional quality, with virtual instruments.

It took many attempts to even get the feeling down.

The first dud:

Jazz Blop

Then, the challenge came in mixing and the composition itself - Making every instrument stand out (as needed), but also balance each group, add emotion, dynamics, an increase in tension here, a release there, a solo in between...

Here was my attempt at the latter, which showed signs of improvement, but didn't quite make the cut:

Battle Attempt #3

Finally, a few attempts later, I stumbled upon an idea that contained a small sheen of the brilliance that is Hiroshi Miyazaki (the original composer of the Monster Hunter Deserted Island theme)!

A thorough attempt at my understanding and impression of Latin Jazz, the current version of the Battle Theme feels just right, and is nearly completed!

Though I can't post the piece itself, I can let you listen in on the melody - A theme that will be prominent in the Boss Battle piece!

A Melody...

Until next time!

- M4u (Jasmine Cooper)

P.S. - Check out the Monster Hunter Tri soundtrack. It is absolutely fantastic.

Game Design

Nutshell: Hunger System


Yo, I'm back here again. numfank has been pestering me about discussing our gameplay system, and I'll do it here for better justice. One of the game's tidbits is wildlife adventure. Well, there's a hidden cave, lush forests, high hills, a secret beach, many stuff ready to explore. Not without limits, though. MC and his angels' have a limited tummy, in other words, they can be hungry.


A member's hunger is indicated by the battery thing below their names. Three bars shows that they're fine. They can get more hungry as time passes or each time they fought. What makes their tummy any business for you? As they get more hungry, they get weaker! The lower the bar, the weaker they get. If the bar gets empty as it's too late... They'll DIE!

Nah, not really. One bar is the weakest condition they can get. The hungrier you are, the harder to kick some butts out.


How to not get hungry, you ask? Foods are a plenty everywhere, why not eat them? They'll do the job. Anything works; rotten meats, Hidangan Laut dishes, fruits, even curcuma potions can fill them up. When full, you'll get stronger for a while. Don't overfull yourself. That's bad for your health...



Seems that's all for now. Eat healthily, and bye for now!


Pages: first 12 next last