This is outstanding. I also thought the controls were finnicky; I was expecting to be able to pick up wires as I'm standing right on top of them. But that seems like an easy thing to fix, and the gameplay and wire physics are really impressive. Worth continuing, in my opinion.
Play game
Wired's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Unique | #3 | 4.639 | 4.639 |
Overall | #6 | 4.019 | 4.019 |
Sound | #8 | 3.667 | 3.667 |
Graphics | #8 | 4.417 | 4.417 |
Fun | #8 | 4.111 | 4.111 |
Polished | #9 | 4.139 | 4.139 |
Controls | #29 | 3.139 | 3.139 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code repo
https://github.com/desttinghim/wired
Main programming language
zig
Download URL for wasm cart file
https://github.com/desttinghim/wired/releases/download/v0.1.0/wired.wasm
Publish on wasm4.org
Comments
An open-world puzzle platformer? This game is genius. With tweaked controls and more levels, this could be WASM-4's Celeste. Absolutely incredible work!
This game is really cool, I really like the graphics and the wire physics
This was very fun to play! I'm curious how you created those wire physics, definitely a nice touch. I wish there were more levels!
I came up with the idea for a game involving messing with circuits a couple weeks back, so I searched for rope physics. I found this post and a couple others talking about Verlet integration. The basic gist is that Verlet integration stores only the current position and the previous position and calculates velocity from that, as opposed to Euler integration which uses a stored position and velocity. This has a number of benefits including more accuracy, stability, and simpler constraint code. It’s apparently used in ragdoll physics.
In any case, the wires are just an array of points using Verlet integration, constrained to have a certain distance, and colliding against the terrain (I just use 1x1 AABBs to represent each point). If you want to know more details the code is up on github (the relevant details are in src/main.zig), though the code is fairly messy: https://github.com/desttinghim/wired
This game is awesome! The puzzle mechanics are really creative, but the thing that stood out to me the most is how fluid and nice the movement felt.
Thank you! I spent some time before the jam fighting with collision resolution code in a game for TIC-80, and I used the algorithm from there with a couple of tweaks. Here’s the repo for that game (the README list some of the resources I went through): https://github.com/desttinghim/tic80platformer
The most useful resource for me in the end was https://jonathanwhiting.com/tutorial/collision/
You are stuck at the end of the game 😛 there are only 6 coins, yeah. I’m glad you enjoyed pulling around the cables. I’ve definitely had other people mentioning the controls being finicky so I plan to make it work better. I’ve already started on adding more to the game, definitely expect a post jam release with more content and smoother controls.
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