Game
Grapple Run!
3 months ago

Devlog #5

First off; that exciting thing I mentioned is sadly delayed, since the OST is taking longer to be composed than I thought.

Also: I implemented yet another change to scoring some might find interesting. Check the article.


First off, I decided to cast this post a little broader in terms of the realms it's posted to because of the subject matter, so I hope I'm not unwelcome here, hehe...

Anyway,

I'm guessing if you saw this post from the Touhou or Undertale realms, you know what a bullet-hell is as well as the term "grazing".

If not, here's a quick explanation. If you know all of this, go to the next paragraph. Anyway: In bullet-hell games, there's commonly something known as a "graze" mechanic. Your character's hitbox is actually extremely small compared to the sprite that houses them. That's how many of the most impossible-looking challenges are actually doable. However, if your sprite but not your actual hitbox touches the hitbox of a bullet, you "graze" the bullet, usually giving extra points (or in the context of Deltarune, more TP.)

In old builds of Grapplerun, your speed accumulated as the level went on, only resetting on death. As such, you gained "style" points (which count towards your rank) if your velocity was above a threshold.

But, that's a stupid idea, as levels are usually a minute long and acceleration over such a long time would make the game unplayable. So, I added a speed cap dependent on your difficulty, the main differentiator between difficulties besides lower or higher amounts of checkpoints. But the speed-based point accumulator still stayed because I forgot to remove it... So I wondered: How could I modify this legacy mechanic so it's still useful in modern builds?

I'm sure you can make the connection. Yes. Grapplerun, an autorunner where you swing around corners, has graze scoring now because I thought it would be really cool. Gettin' real snug against a wall nets you points, simple as that.

screenrecording2024-11-03191405-ezgifcom-video-to-gif-converter.gif

(Pay attention to the "Points" counter up at the top right!)

Snazzy, right? Yes, yes, this devlog is small, but as I said last post I'm mostly working on smaller incremental adjustments and polishing mechanics.

Also, be sure to check out the other progress updates for Grapplerun if you haven't. there's a lot to get excited for, so I hope you all enjoy what I've shown off!

Goodbye for now!

-Ani



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Heya. Shockingly enough I have NOT died of death! Welcome to Devlog # 6, where I've made more tweaks once again! This time, voicebytes are in the game! The characters make silly sounds. Here's how one of the first cutscenes look with voicebytes!

absolute cinema

Hello, and welcome to my first develog for Grapple Run! Here's a showcase of the first full level in the game, Factory Funk!

I've made much more progress than this since, so stay tuned for much more in the coming days!

Have a good day!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

A new feature this time on the Grapplerun Devlog: This cool new background I made for the game's Infinite Mode! It's animated, with random colors!

Oh, did I forget to mention the game had an infinite mode? Oops. Well, it does!

See you all next time! :D

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

it really is him

dialog test moment

Good morning, night, or whenever it is!

Welcome to Grapple Run's first ever post! I'll be posting devlogs every now and again, so stay tuned, and check out my profile for more!

Have a good day, and have this screenshot, as a showcase of what's to come! :D

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Family band complete!