Xuelder FIRST Member Star(s) Indication of membership status - One star is a FIRST member, two stars is Double Gold Some Sort of Art Boi

27 years old
Not Specified
from New Orleans, Louisiana

  • Activity

    • Project Bonsai Update

      10 months ago

      Xuelder Some Sort of Art Boi

      Just a quick update on the game design aspect of Project Bonsai, things have been pretty wild for me IRL, so I haven’t been able to post anything. Moreover, real life issues has delayed my work on it, but its still chugging along nicely now.

      Currently, this is what it looks like in the Twine editor:


      The Current flow is as follows:

      Intro -> Encounter -> Area X -> Encounter x2 -> … -> Final Area -> Final Encounter 

      Intro: Backstory and Character introduction/Customization(?) 

      Area: Description, Mad lib nouns for description, random buffs/debuffs 

      Encounter: Events(combat, trading, foraging) or NPC

      And that’s about it for now!

    • A Couple of Playlists

      11 months ago

      Xuelder Some Sort of Art Boi

      These are the songs I currently have in rotation on Spotify for when I play games and work on my Indie Game Development Projects(Update on that later this week):

      Southern Acoustic Chill

      Western Adventure (For Cayde)

      Synthwave Nuevo Futuro

      Electro Swing Party

    • Participating in Ludum Dare 42

      1 year ago

      Xuelder Some Sort of Art Boi

      So no Devlog this week on Project Bonsai.  However, I can (somewhat) guarantee that I will have a game out this weekend because I will be participating in the Ludum Dare 42 Game Jam! My user profile on the LDJam site can be found here, and I will post probably two journals on that here before pushing the final product on Monday. After that I will probably post a post-mortem on the jam when I can, as well ask for feedback and for you guys to just play it in general. I'll probably have sporadic updates on my Twitter as well as on my Instagram Stories. Wish me luck!  And let the theme be in my favor.

      Also to celebrate the Jam, I made some desktop wallpapers.



    • Project Bonsai Devlog #3: On Narrative Design

      1 year ago

      Xuelder Some Sort of Art Boi

      This is a cross post from my blog about the development of my current game project. To follow its progress further and maybe look at some other art, head over to https://xuelder.com.

      Today, I want to talk about Narrative Design. As I am making this game in Twine, this is actually a very important aspect of this game, as most of the mechanics need to either complement or enhance the game’s narrative. For this purpose, I decided to look at nonlinear narrative design for Project Bonsai.

      There are primarily two schools of thought on nonlinear design for narrative game design, Parallel and Branching Narrative. Both have their advantages and disadvantages that I had to look at for this first game’s design. Parallel narrative has the illusion of a branching story line, with little decisions only affecting small aspects of the story line. However, the overall story still hits certain beats, no matter what decisions you make. The advantage here is obvious, if you want to write a narrative with a clear message, but still give the player some agency, this is the clear way to go.

      Although great for a more linear-like experience, the parallel narrative method has some distinct disadvantages. Most notably, a parallel narrative has really low replay value, especially if the choices are only a “cosmetic” change to the game. In Telltale’s games, for example, a decision between two actions may change which character helps you, but doesn’t change the outcome of the action. No matter what choices you make, you are still going toward a certain ending, if only with certain characters still in your “party.” In branching narrative though, the player’s action goes like a decision tree, hitting certain points that change the story’s outcome. This gives the player more agency in the story, as well as giving a better reason to replay a game, to see a different path in the game’s narrative. Unfortunately, this either leads to a longer devcycle to write a narrative as long as the parallel narrative, or a shorter one to save time on development. Moreover, if your intention is to write a distinct plot with a certain message in the narrative, this can muddy the waters and take a lot more creative effort to do so.

      With these in mind, I decided for Project Bonsai to the former method, branching narrative. Due to the mechanics I want to create, as well as a general idea of what I like in narrative games, for this first project I want to make a more standalone title. For this purpose, I think branching narrative is the way to go. Granted, there will not be many branches, and most will result in silly little fail/death states, but they will be there. If I was a little more ambitious, I would use a combination of the two, but I want this game to be released as soon as possible for my next project, which is an ongoing narrative game that I want to release monthly. This project is more about getting my feet wet again in game, narrative, and art design for future projects, and I want to keep it as nice and simple as possible.

      I appreciate you all for reading this. If you want to support my game development, share this devlog on social media or give me a tip on Ko-fi. For more day to day updates on the game, follow me on twitter @Xuelder, and have a great day.

    • Red Headed Huntress

      1 year ago

      Xuelder Some Sort of Art Boi

      But it ain't Ruby.


    • Project Bonsai Devlog #2: Paper Prototyping

      1 year ago

      Xuelder Some Sort of Art Boi

      This is a cross post from my blog about the development of my current game project. To follow its progress further and maybe look at some other art, head over to https://xuelder.com.

      When I took my first Game Dev Group Project class, I thought paper prototypes were dumb and unnecessary. Till I found out that a mechanic I was really attached would not work, and thankfully we realized it during that before any coding had occurred. However, I seemed to not learn from this lesson, because in previous solo projects before this current one I did did not do paper prototypes. Granted, I feel as if I half assed most of those projects, as they usually resulted in a spiral of feature creep and scoping issues. So I am doing this project “right,” and working on making sure the mechanics work before I actually start implementing them fully in my game.

      To do this I needed supplies. However, the great thing about being a tabletop nerd is that I just have no shortage of tokens, dice, and notecards, supplies that are very useful for paper prototyping. If you don’t know how this works, there are various tutorials from GDC talks that go over this, my favorite is Raph Koster’s GDC talk called Practical Creativity[1], which is just full of advice on generating mechanics in general, as well as prototyping your game.  Another favorite of mine is Jamie Antonisse’s GDC talk Building a Paper Prototype For Your Narrative Design[2]. So I used a D20 to act as the player character’s(PC’s) hit point counter, a D4 and a D6 to act as the enemy and PC hit die respectively, and I used note cards to write basic rules down on, as well as using them to hold certain events.  A token was used to keep the player’s progress in the narrative tree; depending on which side was up informs one to whether or not the PC had a status effect inflicted on them, which was kept track with a whiteboard. A good old fashion timer was used to test timed events, based on status effects as well as in game events.


      All in all this led me to conclude that most of what I have already planned on doing would not be fairly complicated.  Several changes I did make from the results of this prototype was the timed events were switched from their initial time of 5 seconds to 10 seconds, but this will probably need more testing once I see how this affects long passaged events. I also removed a paralysis effect that made it so you could only pick the first narrative choice, as it did not really feel fair to the player, and did not sit well with me. So with this in mind, I believe that I can go forward on scripting out the story treatment into a script, and applying this paper prototype into a narrative prototype over the next few days. I will post how that goes on my next dev log.  For more day to day updates on the game, follow me on twitter @Xuelder, and have a good day.

      [1] https://youtu.be/zyVTxGpEO30

      [2] https://youtu.be/taxcb_5lEI8

    • Project Bonsai Devlog #1

      1 year ago

      Xuelder Some Sort of Art Boi

      This is a cross post from my blog about the development of my current game project. To follow its progress further and maybe look at some other art, head over to https://xuelder.com.

      This will be the first of several devlogs I will write for my current Game Development project, named Project Bonsai for now. For those who follow me for my art, this will be a strange change of pace as I switch to mostly posting long lines of text, or the occasional in game screenshot.

      When I first started this project, I only had one goal in mind: just get a game done and have it published. To do this I returned to a game genre that I had a small amount of development experience already under my belt in as well a genre I enjoy, narrative based adventure games. To this end I started researching ways to build it, and came to the conclusion that the KISS method is always best, and went with the Twine Engine, a narrative game engine that can be modified with HTML, CSS, and Javascript, all languages I am extremely proficient in.

      In designing the mechanics, I initially wanted to keep it fairly simple with staples in the genre, multiple path choices and some small item fetch quests to move forward. However, in order to make it stand out I added two distinct features: the first, while not original, is an important in how I added the second, adding random rpg fighting encounters to break the monotony of a story driven campaign. However, encounters all have consequences to the social aspects of the narrative plot. Your character being injured may end up limiting choices in physical encounter choices, or may effect how sympathetic they are with you. Status effects from combat will also affect you in similar ways. For example, becoming confused can make choices go in the opposite path that you wanted, becoming poisoned can make choices timed events, etc.  

      The reason I decided to add the consequences from combat to the “social” aspect is two fold. First, as a frequent DM for tabletop, nothing annoys me more than the lack of thought for the “social” consequence in Table Top Role Playing. In many cases, there is usually no thought in player characters minds to the fact that their actions, or inactions, have consequences in these imagined worlds. Often times I would find that players would just run straight from encounters in dirty places straight to their patrons, and it annoyed me that they didn’t think about things you would think about in real life for an important meeting, like personal appearance. Secondly, I have read around the net from various personalities like Burnie Burns of Rooster Teeth about how they have had a negative experience playing much more advanced but fundamentally similar games to this project like Detroit Become Human or similar titles in the Narrative Game Genre where it is often not clear you were going down negative paths till the very end. In this case, I came to the conclusion that there needs to be a way that you could measure whether or not you are going down the right path or not. Positive and Negative consequences from combat could open up avenues to seeing how you are progressing the game, and could give insight or reasons as to why you are following the more dire paths in this narrative game.

      All in all, this is where I am starting with Project Bonsai in this first week of development. Currently working in my prototype I have a turn based combat system, a list of status effects, a way to traverse forward without clicking links, and a rudimentary UI. It is not much to look at right now, but it’s only been one week. Next week I am hoping to have at least a working draft to start story boarding major events and other visuals, so tune in for that!

    • New Game Dev Project

      1 year ago

      Xuelder Some Sort of Art Boi

      Starting the prototype for my new Twine based Visual Novel/Interactive Comic thing. I tend to keep making these amedev projects where the scope keeps exponentially growing like an out of control kudzu, so this one is going to be relatively small in scope.9vv1qv5.png

  • Comments (3)

    • Lamkia

      1 year ago

      Argh, bummer I couldn't make it to your RT Radio show. I just went in and was like "helllooooo?", I guess I forgot about the stupid time change in the US ><

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