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Nuskadamo

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A member registered Sep 18, 2018 · View creator page →

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Love 'em, hate 'em, raise 'em! The Trauma Pets are coming on Steam June 15th! https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends! It's week 7 of my gamedevving adventure, my birthday came and went just like it came and went all other years prior, and i'm eager to tell you about what i've been up to!

For the first time since the earlier days of development, i've been focused on the game's writing above all else. After a brief testing session i said to myself "this island feels so empty" so i wrote and implemented randomly spawning NPCs using sprites from Trauma Football that will talk about what's going on inside Batticuore to make it clearer that you're not the only goober lurking around. Corrections of various kinds have been made to other parts as to make the narrative more consistent. Writing is fun.

Nothing too big to report in other areas: minor bug fixes, rebalancings, aesthetic improvements... all bases have been touched, even if just barely. I think i wanna add one last activity, something that you can do with your Trauma Pet without having to think about how it's connected to all other parts of the island. We'll get there when we get there, i guess.

As for the more "meta" stuff that's been happening: the game has been slightly postponed once again, this time to the 15th of June. More and more bugs have been popping up that i'm not 100% sure if i'll be able to fix by June 1st so i'm giving myself a bit of extra leeway and making sure that Trauma Pets doesn't launch in a state similar to those of my other Trauma games I.E. broken as FUCK. Pls understand.

Next week i'll be finally posting a trailer for the game that i can put on my Steam page and elsewhere, i have a couple ideas on how i want that whole ordeal to go but you'll have to wait and see until it's properly put together!

Wishlist Trauma Pets: https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends!

Week number six of this fun little adventure of mine is now in the books, and i'm here to tell you all about it. Trauma Pets is reaching the end of its development cycle, but as anyone who's worked on a videogame will tell you: the last stretch is the one that gives you the most headaches.

I went through a testing session that was more meticolous than any other i've been doing over the course of the last 6 months, and the stuff i had to replace, tweak, fix or downright remove kept piling on and on. That might sound daunting... and in a way it was, but 90% of the work ahead of me consisted in simple modifications that required at worst a few minutes each, as i knew from the start what to do and how to do it.

As for the stuff that's been added, my priority for this week was to add variance whenever possible in all forms of gameplay. If i want players to go through all the minigames i've added more than once i'll have to make sure that their dedication is rewarded with morsels of new content to spice things up.

I've updated all screenshots on the Steam/Jolt/Itch page once again. This time the changes are very minor but i'm trying to keep everyone up to date as soon as possible.

See you next week!

https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends! 

This fifth week of reporting to you all what's been going down with Trauma Pets has been uh, quite an eventful one, both within the confines of the Unity inspector and my personal life, but we'll just talk about the stuff that's relevant.

Remember the two mini-games i talked about implementing on my last devlog? Well, they're both now fully operational! Once i finally figured out what i want to do, they didn't take too much out of my free time, admittedly, to put together as i've created such an extensive groundwork for this kinda stuff already. 

Now the game feels a lot more like something worth charging money over, and given i have only 3 weeks before being able to submit a testable build to Steam, i'm feeling like a big weight has been taken off of my wide and chiseled chest.

As for all the other stuff that kept me busy, most of my energies were spent fixing up as many bugs as i could find, many of which were encountered by accident as i was implementing new things.

There's still plenty of improvements that need to be made in the graphics, in the interface, in the lore, in the mini-game balancing and i'll come up with a few more features along the way that will require a fair amount of attention on top of everything else, but i'm determined to put out the best game i can make with my own two hands. See you in june!

https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends! Today marks the first full month i've been writing weekly devlogs for Trauma Pets, do i have something flashy and fun to show off in celebration? No LOL

That's not to say i didn't get quite a lot of shit done, though. I implemented an important QoL feature to keep track of all your progress more efficiently as you do stuff on Batticuore Island,  with the rest of my programming prowess being spent on lots of superfluous nothingness that will make the game feel a bit more alive than it was the previous week.

Writing was also a priority. I corrected and re-edited some of the dialogue and flavour text to be consistent with the new direction i'm going with, on top of adding new stuff that was long overdue. 

Preparatives for a couple new minigames have been prepared. I won't feel fully satisfied with Trauma Pets until players will have at least two more means of aimless distractions at their disposal, and while i'm not quite sure yet of how those minigames play be like, there's plenty of time still to figure it out.

My distractions of the week were Brutal Legend and Sanctum 2, didn't spend as much time on them as i did on MKX, which i suppose is good for productivity, but i did enjoy both nevertheless.

https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends! The third devlog on this thrilling weekly series should finally bring in some sizzle to the steak. I'm not sure if this turn of phrase is appropriate here or even worded correctly but i've always wanted to say it... anyway....

The minigame i've talked to you about last week has been finished up and made fully functional. Like it's the case for all other minigames it'll be inevitably bound to receive new features or be rebalanced by the time of release, and i may already have a couple ideas on what to do.

Speaking of, the biggest bulk of programming this week was dedicated in doing just that, reworking the other minigames. I don't get the same level of dopamine rush in my brain when i fix stuff instead of creating it, but many instrumental changes were made to the structure for many of them and i'm very happy with the result.

To close off, a decent amount of writing was also involved, for the first time in a while. After the mastodontic amount of text i've writtern for Trauma Football i got a bit of a writer's block, spacing out all of the lore and flavour text in my gamedevving schedule rather than doing things in bulk, which made it harder to keep track of everything. Having all of the story beats of a given section laid out all in a single text file for once was rather satisfying and will overall result in a better reading experience.

Oh, and i've updated screenshots again lol... nothing major yet but i had to better show some of the aesthetic changes i've worked on the last 2 weeks.

https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends, and happy Easter! The second week of documenting my work on Trauma Pets has been all over the place, both in real life and within the programming side of things, but i'm happy to say that overall things turned out for the better.

Mortal Kombat X has been taking over more of my free time than i anticipated; such a good game this is, belonging to a well respected brand that didn't irreversibly taint its reputation after 2 terrible sequels and a half baked overpriced collection... but hey, that doesn't mean i slacked on the job!

I'm currently split between 2 very different tasks. The one i'm prioritizing the least (for now, of course) is polishing up as much as i humanly can every aspect of the game that is already fully functional, both aesthetically and gameplay-wise; meanwhile, the top priority is brainstorming and implementing a fairly complex minigame that behaves unlike anything i've programmed so far, meaning that i'll have to do a lot of things from scratch, not being quite sure yet of its most minute intricacies. I wish i could give out more details on what that'll be, but revealing anything would spoil some of the story, something that i want you to experience for yourself.

Both of those things have been worked on a satisfactory amount, but i really do hope that my third week of reporting yields more concrete results.

https://store.steampowered.com/app/4236490/Trauma_Pets/

Hello to all, my friends! What you're reading here is my very first weekly devlog. Every sunday i'm gonna write up a couple paragraphs about the state of Trauma Pets, and maybe the state of my own feelings too if that's relevant enough and a potential source of comedy.

This one wasn't my most productive week, i'll have to admit. I was very busy editing a video that was posted the other day on my Youtube channel, and work was slightly more tiring than on my body and my soul than usual, but i still managed to get enough things done to consider myself satisfied.

First thing first, i've added yet another layer of visual variety among the randomized Trauma Pets, creating new body parts for vertical, horizontal and back finns, plus a couple other minor technical improvements.

I've also created a new type of room with all sorts of neat nonsense inside. It's not directly accessible in the main Hub through normal means, but its location is also not meant to be too cryptic, so i'm sure if you're nosy enough you'll get there.

Last but not least, is a minigame that's been taking me a lot more effort to implement than initially anticipated. It's not fully implemented yet, i'd say i'm at around 80% of its completion, but like it's often the case for these kinda things, that remaining 20% takes up way more time than anything that came before.

Trauma Pets was originally slated to come out on Steam on april 17th, but i moved that date to july 1st.

This game has been increasing in scope by the day, and to make sure that everything works as intended, is fun to play AND is understandable for the average player, becomes a harder task with every little detail i add. On one hand i'm really happy with how things are shaping up, on the other hand... golly do i need a massage and a glass of wine.

https://store.steampowered.com/app/4236490/Trauma_Pets/

Day 35 of gamedevving about Trauma Pets

The minigame i mentioned yesterday has been sorta kinda fully implemented. Wahoo! I think i'll start spacing out my devlogs and making them a bit more substantial as i'm running out of interesting things to say, idk

Day 34 of gamedevving about Trauma Pets

Finished up the thing that i talked about the last 2 days, on my way to implement yet another minigame. It'll be a quick one to put together, a palate cleanser before i take care of much more challenging stuff.

Day 33 of gamedevving about Trauma Pets

Uhhhhh. Literally the exact same thing i've been doing yesterday, it'll be done by tomorrow plus other stuff but right now i got nothing new to say. Enjoy this screenshot from Trauma Football i have in my drive.

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Day 32 of gamedevving about Trauma Pets

Spending today adding an extra couple wrinkles to a feature that's been left a bit undercooked so far, won't say what it is for spoilerous reasons but it's gonna make hopefully make the game as a whole better.

Day 2 of not gamedevving about Trauma Pets, this time for real LMFAO

Idk i guess i just wasn't feeling in a programming mood today, but i still made a few lists to better structure my upcoming sessions. Read Blood Scorpion 13 all day, quite a wacky mango.

Day 31 of gamedevving about Trauma Pets

Did something that i haven't been take much care of since the developing of this game startred, which is taking better care of the lore and the story stuff. Plus other stuff too uninfluential to bring up.

Day 30 of gamedevving about Trauma Pets

Today and yesterday were all about fixing up and retooling all the stuff i found out during my latest testing session. Nothing much out of the ordinary, but i updated the game's screenshots again while i was at it.

Day 29 of gamedevving about Trauma Pets

Another jolly and fruitful day dedicated mostly to taking care of the nonsense. The nonsense might not be as important as minigame balance and bug fixes, but it's what gives games their souls, don't you agree?

Day 28 of gamedevving about Trauma Pets

Did something i haven't done in quite a while and polished up some of the intro/tutorial section of the game, plus a bunch of other minor stuff that again i haven't been touching in a minute. Good session i'd say.

Day 27 of gamedevving about Trauma Pets

Now that a lot of the core basic mechanics have been made functional, i've spent some time making sure that the minigames available are as fun as i initially envisioned. Lots of trial and error in this session.

Day 26 of gamedevving about Trauma Pets but WHO THE FUCK CARES ABOUT THAT the sprite for Martha has been finalized and it looks fucking incredible! Big shoutouts to my cool opossum wife for turning my silly design into reality!

This is a very difficult post for me to make. 

Yesterday i said i wasn't in the mood to do any programming, but actually ended up doing quite a lot of it later that evening, making today actually day 25 of gamedevving about Trauma Pets. Please forgive me.

Day 2 of not gamedevving about Trauma Pets

Taking another day off for the first time in a minute. The sun outside is real nice, and i don't feel like working for a change.
I'll use the occasion to spam my Backloggd, in case you wanna read what goes through my head https://backloggd.com/u/Nuskadamo/

Day 23 of gamedevving about Trauma Pets

Today i've compiled a really long lost of largely inconsequential but bothersome stuff that needed to be reworked, and did everything in it, plus more because i was bored. I'm waiting for something important.

Day 22 of gamedevving about Trauma Pets

The minigame i mentioned yesterday is now fully functioning, while another that i wanted to repurpose has gotten a bit of a makeover. Nothing properly bug/balance tested yet, but progess is progress. Good session.

Day 21 of gamedevving about Trauma Pets

Made considerable progress implementing a new minigame that i've been meaning to finish up for at least a month. Far from done yet, but it's an encouraging start so far. Hopefully by tomorrow it'll be done for good.

Day 20 of gamedevving about Trauma Pets

I dedicated most of my energies on polishing up and improving a fairly obscure mechanic within the game, and as superflous of a session this may have been, i'm just just glad i can finally move on from that stuff.

Day 19 of gamedevving about Trauma Pets

After yesterday's exhausting session i decided i would take it a lot easier this time around. Wasn't a complete waste of a day, but all i did was fix up a couple minor mechanics and re-build some others. It'll do.

Day 18 of gamedevving about Trauma Pets

The screenshots have been updated once again! Lots of small graphical and gameplay tweaks have been made in the last week or so and i was gonna die if i didn't showcase them as soon as possible, see you tomorrow!

Day 17 of gamedevving about Trauma Pets

Like it's been the case for the weeks before, sunday tends to be when i'm at my most productive. Everything i set out to do, i did, and i found ways to improve on stuff i wasn't even thinking of prior. Good session.

Day 16 of gamedevving about Trauma Pets

Not the most productive day i'll be honest. I'm preparing things for when i'll update the screenshots next monday, plus a lot other stuff that's not too hard individually but feels overwhelming all at once. Bleh.

Day 15 of gamedevving about Trauma Pets

I fixed nearly everything i found in my playtesting session yesterday. I fixed a bug that was bothering me for ages, but also found out that another one was much more severe than i thought. Win some, lose some, ig.

Day 14 of gamedevving about Trauma Pets

Did an impromptu playtesting session because i wasn't in the mood to do much else but i also didn't wanna waste today. Nothing too pressing was found thankfully. Have a pic of Ric Flair's eye i used for a texture.


Day 13 of gamedevving about Trauma Pets

Did a little bit of everything today, decent amount of aesthetic improvements, bug fixes and more importantly some of minigames have been reworked to be more fun. Here's a sprite for a scrapped shopkeeper character.


Day 12 of gamedevving about Trauma Pets

Light session today, taking care of mainly graphical tweaks and bug fixes. Was meaning to be more productive, but a mean migraine struck at the worst of times and i've been sleeping it off till just now. Bleh.

Day 11 of gamedevving about Trauma Pets

I think i did everything there's to do about the Trauma Pet's genetics between yesterday and today, save for the inevitable bugs that will pop out. Future days will focus on other more boring stuff.

Day 10 of gamedevving about Trauma Pets

Did extensive work on the Trauma Pets themselves, giving them more visual and gameplay variety, rebalancing some of the mechanics pertaining them, and fixing a few bugs. Quite a productive session, today.

Day 9 of gamedevving about Trauma Pets

Mostly a session focused about aesthetics and small bug fixes/balance tweaks, nothing major. The big news for today is that i updated the screenshots on the game's page! Barely noticeable to most, but hey. Marketing.

Day 8 of gamedevving about Trauma Pets

The new minigame is technically functional, even if still a bit boring and a big janky. Wahoo. Also, i did a bunch of minor tweaks to the game's overall aesthetics. An overall light session, today.

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Day 7 of gamedevving about Trauma Pets

Woke up feeling like dog ass in all sorts of way, thought this wouldn't end up being a productive session, but i think i squeezed enough progress for the new minigame to feel like i didn't entirely waste today.

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Day 6 of gamedevving about Trauma Pets

Instead of continuing work on the new minigame i started yesterday, i randomly decided it would be a good idea to introduce a rudimentary weather system to the game, plus some other stuff. Solid session, i'd say.

Day 5 of gamedevving about Trauma Pets

Taken a break from Linda³ to start working on a new minigame, nothing strictly involving using your own Trauma Pets, something more akin to a carnival game, using your fishing rod, with prizes on the line.