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A jam submission

WiredView game page

Submitted by Desttinghim (@desttinghim) — 7 hours, 14 minutes before the deadline
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Wired's itch.io page

Results

CriteriaRankScore*Raw Score
Unique#34.6394.639
Overall#64.0194.019
Sound#83.6673.667
Graphics#84.4174.417
Fun#84.1114.111
Polished#94.1394.139
Controls#293.1393.139

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

Include on wasm4.org

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Comments

Submitted(+1)

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.

Jam HostSubmitted(+1)

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!

Submitted(+1)

Good mechanics with convincing wire and all. But I think it was rather difficult connecting and holding the wire ends because as soon as the interactive area was activated I couldn't move a pixel before it getting deactivated again. Maybe I didn't practise enough.

Developer

Thanks for the feedback! I’ve made interaction with wires/switches easier since the jam ended so this won’t be as big of a problem in the future.

Submitted(+1)

This game is really cool, I really like the graphics and the wire physics

joyfull

Submitted(+2)

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!

Developer(+2)

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

Submitted(+1)

Thank you for the detailed and thoughtful response! I've been looking for something  exactly like this, this gives me a fantastic head start. To apply gravity, I assume you also add a downward velocity to the Verlet integration? 

Developer(+1)

I just add to the new position each frame (though I cap the velocity). This has the same result as manipulating the velocity but allows me to decouple velocity components and gravity components, though admittedly I didnt make use of this.

Submitted(+1)

That makes sense! Thanks for the clarification.

Submitted(+2)

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. 

Developer(+1)

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/

Submitted(+1)

Good game with bad controls

Developer

Can you expand on this? I agree that the controls are too picky about positioning, but I’m wondering if there was anything else.

Submitted (1 edit) (+1)

Positioning trouble is the main reason of badness (it's very hard to stand near triggers and wire ends so they are become interactive), the second thing is cliffs are hard to jump from, I frequently fall when I expect a normal jump in other platformers

Submitted(+3)

the moment i realized i can unplug entire cable and take it somewhere else was a shock :) the controls are a bit tricky but i got used to them. and the smoothness of animation, love it!
am i just stuck or are there just 6 coins so far? would play some more, cheers!

Developer(+3)

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.

Host(+2)

Fine tune the controls and put in enough content, and you could release this on Steam. (Where technically nothing will force you to a 64k limit, either.) Is this based on some other game, or is it its own thing?

Developer(+1)

Oh, thanks for the vote of confidence! I didn’t base it on anything in particular. I had the idea for a puzzle platformer with elements of electronics a few weeks ago when I was messing around with WASM4 and TIC80 (might have to do with my previous job assembling electronics).