[Devlog] Last devlog on Nusakana

final devlog image 2

Hi everyone,  it’s been a while since we last post our devlog here. Well I bring good news: Nusakana development is finished and now we are in pre-release state, preparing the stuffs that need to be done (primarily technical stuff on steam and marketing). We’ve also already set up Nusakana’s page on Steam that you can access here: http://store.steampowered.com/app/401290/ It won’t be long until its actual release! So don’t forget to follow the page and add it to your wishlist!

And back to the main topic… So for this devlog, there will be no technical stuff about the game at all. Instead, we, the devs, will just write everything we felt through the development of the game. Thank you all for always reading and see you in another devlogs on our future project.

Numfanklewhat (Game designer, writer, artist/graphic designer)

It was started from a silly chat between me and walt on certain online forum. That was the beginning of Nusakana, almost 3 years ago. I still remember when we were talking about certain handheld console fishing game starring a complete unrelated, unusual even, cast of characters from Japan. From there, I don’t know what happened or what gets into me. Me and walt started to develop mutual trust with each other, even though we aren’t really close at that time. We were just slowly, though steadily, working on the game, I work on the graphics side while walt working on the programming side, together we also concoct the story and gameplay of Nusakana. Until at some point we say to ourselves, let’s do this seriously and make this happen.

I met Jasmine when we posted a recruitment thread on RPGMaker web, looking for a composer to work on the music for Nusakana, with specific genre: Bossa Nova. At that time the only missing piece on our team is the musician. I was so desperate at that time that I’m thinking of recording my own “terrible playing” of musical instruments to fill in the music for Nusakana as a last resort. Obviously as we are starting as “indie” we have no budget at all to pay for any musician nor promising a succesful project with tons of profit, so in the perspective of any composer or musician they probably saw us as “who is this upstart unknown developer?”, “like i want to spend time with some no-name devs from unknown country”. I’m a very skeptical man, bordering pessimistic maybe, but my thought is not without reason, there are possibilities that we will be just ignored considering of our no reputation and new kid status. But there’s nothing wrong with trying right?

The reception we got in the contrary, is quite overwhelming, I got lots of PM from many composers and musicians asking to fill in the role. But from many of them Jasmine is the only one who is stand out, with her vast experience and love for bossa nova and latin jazz music. We immediately clicked and she got to become the third member of the team. She is a very talented musician with a nice personality, she should’ve got more fame and recognition with her talent, that I hope Nusakana will help her reach.

From then on the three of us work together and giving all our best for Nusakana. Of course it’s not always smooth sailing on the ocean, there are times when we got into conflict, even over the most irrelevant things. But that’s just a part of the journey, conflict is a way for us to become more mature, developing mutual trust and to accept our team mate for what he/she is, their weaknesses and strengths. A chance to learn and know each other better.

Around the halfway of the development process, me and walt decided to form a legal company, for reasons such as legality concerning of our works but mainly to be more serious on our journey in the game development world. we form an independent game development studio called “Studio Namaapa”, a name that will probably be considered silly by native Indonesian speakers. Honestly we thought of changing the name but by then it’s already too late since the press have been writing about us using that name during our greenlight campaign. We just get along with it and it’s pretty much grow on us.

Now that Nusakana is finished, and ready to be released, I’m overwhelmed with proud feelings. We have gone through lots of things, discouragement and ridicule by people, pressure and obstruction from the “elite clique” of senior gamedevs, but we stand tall and finished our works no matter what those people says! It’s been an awesome experience from me, and I’m sure too for both Walt and Jasmine. I also want to give thanks to lots of peoples that have followed and encouraging us until the end. Especially our devlog readers, facebook fanpage and twitter followers. For me you all are not just numbers to brag. You are all individual that showed care to us, to our works. And for that I give my heartfelt thanks.

I hope that Nusakana can be received well and can give people both entertainment and inspiration. For me personally, I hope Nusakana can be our stepping stone to grow sustainable game development studio, that in turn can help us making more games that the people love. Thank you guys!

wltr3565 (Game designer, writer, programmer)

2 – 3 years since the game was first developed, huh? I was at high school when this game was in its planning stages, but really, I lost count how much time I’ve poured for Nusakana. That is how much I care about Nusakana. So much conflict and hardships we have gone through for Nusakana. We love this game. We fought over which line is better, debate the importance of something that actually a pain in the butt to implement but Numfank insists “for the sake of glory”. Looking at now, we’re near the end. The game is gold. Now, nearing 20th November, it’s time to let you guys enjoy our work. Our work for Nusakana is near the end, but it marks the beginning of the new adventure for you guys. And this is our new start too, now that we will have one game released to the crowds. Enjoy Nusakana, folks.

Jasmine (Composer, musician)

I have to say that, as a composer, I have been very fortunate. Though I have worked with a mere handful of game developers, the few that I have had the opportunity to grow with have done nothing less than better me as a composer and a person.

I met Walt and Alfi 3 years ago. When I stumbled across their game, the last thing on my mind was ‘work’. I was in college, writing music on the side, and perusing the rpg maker forums simply because that was where I had gotten a few hobbyist offers from before. What instantly drew me to Nusakana was the style of music they were looking for: Bossa Nova.

A game with primarily Bossa Nova music? That blew my mind.

To get a better idea of what they were asking for, I decided to play the demo which, to my surprise (and delight), contained gorgeous, pre-selected tracks that further instilled a desire to take on the task which they needed met. I knew that jazz (or something that sounds akin to it) came naturally to me, so I blindly sent in an inquiry. Lo and behold, they thought I was a good fit. I had no idea that Alfi/Walt had already received numerous advances before me, either. Knowing that warms my heart even more!

Since then, it has been a  delightful struggle. Writing jazz, or a piece convincingly so, has been the most challenging style of writing for me yet. The music for Nusakana pushed me in unimaginable ways. Working with Walt and Alfi, two people that expect nothing less than their best, inspired me to always aim higher than what I felt I could do. This aspiration to never settle moved me to write outside my comfort zone – even go as far as completely re-composing older pieces (3 weeks from finishing development, haha). It has infected how I work in other musical endeavors and how I approach my self-confidence in writing. Add to that an uninhibited level of camaraderie housed in honesty and trust, I believe that Alfi, Walt and I more than developers. We are friends that have a passion for making games. It won’t be the last, either. I’m sure of it.

I hope you guys are ready, because very soon, you will experience the dedication, desire, and faith of three hearts, compiled into a wild adventure.

We are already Nusakana bound. I hope to see the rest of you there!

[Devlog] 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 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!


[Devlog] Preparing for Nusakana release


After almost 3 month of absent on the devlog, here’s our newest post, hopefully this will be the last devlog before our release, this is a log from wltr3565, the programmer, since he doesn’t have access to the admin page to post on his own, I will be posting his log on my behalf. ~num

Yo. wltr3565 here. Hahaha, sorry for our VERY lack of updates lately. You know, we’re busy making the game ready for you guys… This little game of ours already became a 30+ hours behemoth now. We need to clean the game up before it’s gold.

The game is expected to release at around the end of September. The price itself is estimated to be around 15$, but it still can change. Before then, please be patient! Oh, of course we’ll put up some screenshots.

We’ve added so much things like Flily’s flying (for fast traveling) and most of the endings. And yes, it’s been a hell in that 3 month span. This is what you get from making an open world game where you can have 19 heroines, especially dialogue conflicts and even the credits roll. Sheesh!

We’ve implemented the sidequests and optional bosses as well. The bosses are mostly based on Indonesian lore… Well, the best is to see them yourself 


flily_01 flily_02 flily_03 ss_bn

That’s all for now. Catch you all later!

[Devlog] Redesigning the menu (Again)

Hello everyone! We meet again for another devlog! Today let’s talk about menu redesign. Well, if you followed our devlog since we are starting at blogger site, you might noticed that we have already doing a redesign for the menu several times. Why though? In the previous redesign we feel that the menu is too bland it deserved a redesign but this time… Well, the main reason this time is to correct our fatal mistake… When we first starting the menu design, the game is made in 4:3 screen ratio, meaning that any attempt to play the game in widescreen ratio (16:9 / 16:10 ) will make the screen either stretched (which is very ugly) or limited by black bars around the center of the screen. This is unacceptable, and we realize it too late in development. Nothing can be done, but redesign and building the menu screen again from scratch.

Having to redesign the menu again actually gave us several idea to improve and adding those small little things that make navigating the menu easier. It’s really a pain at first, but there is a joy in the end. Here is how it looks now:

The main menu screen, now with quest menu button, and game configuration menu button. The quest menu will contain logs of randomly generated quest that you can take (which I will talk about in the next devlog) and config menu that let you tweaks some in-game setting like volume, etc.


This is the item/item use menu. Adapting it to wide screen and give a sort command, for fast browsing and item usage.


The newly revamped party formation menu, now featuring the characters battle role and their passive skill explanation/effect.


The status menu, re-arranging the menu to give more clear information of the stats


The equip menu, nothing really changed except the layout of the player stats window


The island map menu only display island map/player location nothing changed but its size to accomodate widescreen, while the encyclopedia menu is still work in progress. That’s about it for today’s devlog.

Release when? (or when will the game is going to be finished!!!)

This is probably a question that a lot of you probably want to ask or want to know. Well as much as we want to say “when it’s done” we actually have a planned release date, that is this month aka in May. But because of certain circumstances we need to delay it. Now our estimated release date is pushed to July, or as late as August. We really want to push the quality in Nusakana, so it’s better to wait for a while than to release it in its current, buggy, need-to-be-tested-thoroughly state. And no, we don’t want Nusakana to end up in Early Access™, because we don’t want people to pay to beta test our game!


[Devlog] Character Bio: Delphi

Yo. wltr3565 here. numfank’s being too tired to write this week’s character bio weekly, so I’ll do the job now. Nusakana has a plethora of heroines here, so meet Delphi, the scanner. The sketch below is numfank’s work, of course.

design sheet delphi

Her design and prowess is based on dolphins. Well, dolphins are known to have the smarts, aren’t they? Thus, we give her smarty looks with real smartness. And well, isn’t she adorable? I do think she’s several steps closer to look nerdy. But her habits and needs state otherwise. We packed her with exploration gear instead by giving her a satchel and uh… short skirt one piece. Why such a costume…? Her earlier version of outfit is considered very risque, so numfank revised her outfit. Hope he’s designed what’s inside her skirt already! Let’s pray he chose something proper for her!


Of course she’s one of the available party members. She tends to be a loner for several reasons. But hey, she needs privacy to focus. Is it the best, though? No matter how good are her brains, she’s still a person who needs some social interaction. Her favorite object to serve are wild animals, and books provide bare minimum for that. Ha, no wonder she doesn’t stay at the village that often… No one can be sure when her curiosity will run out.


Oh yeah, her fighting prowess… Hahaha… Let’s be honest, she’s more useful as a support than punching straight on, thanks to her ability to scan enemies. The number of HP left of your enemy will be important to know when they’ll call it quits, I know. Still… the others do give you straight combat benefits. Hmm… Let her scan, or let the others beef you up instead? Being used with the wilds, she knows how to minimize damage as much as she could, and thanks to her small frame too, let’s say she’s easy to graze hits. But she’s not used with dealing magical damages. Watch out for spellcasters here. Lastly, her offense. Hmm, better trust her magical prowess (ironic, huh?). She can muster all elements available. Pretty handy! Still, I know you guys will just use her to scan instead.

I think that’s all for now. Catch ya all later! And excuse me, I should go back working on the cutscenes… Thanks for reading!