Inspiration
James had a Wii (for £1, from Japan, with parental controls)
What it does
Super Goose Cube is a co-op physics game inspired by Super Monkey Ball. The idea is one player controls the pitch of the platform (forward/back) and the other controls the roll (left/right). It includes innovative features such as:
- A platform that can be pitched and rolled
- A cube that slides up and down the platform
- A shiny goose model
- Wiimote gyroscope controls
- Hacky collision detection and assorted physics
- A .obj parser
How wii built it
- C/C++ using GRRLIB, a graphics library for Wii Homebrew dev which provides a wrapper over the Nintendo GX core functions.
- Wiiuse, used to access the gyro data in the Wiimotes
- Devkitpro
Challenges wii ran into
- Relatively low amount of C++ knowledge (wii improvised a lot)
- The only available documentation for loading in .obj files (3D models as a list of polygons) WAS IN FRENCH
- Following on from that, the state of Wii Homebrew development in 2024 is dire:
- Most links that would lead anywhere helpful are dead
- There is almost no documentation for any libraries
- Doing our own game physics from scratch without an engine such as Bullet is painful (our collision detection is not maintainable)
Accomplishments that wii're proud of
- Not crying
- Having a somewhat working physics "simulation" (simulation is a strong word)
- Goose (it took 7 hours to load in correctly and would segfault the entire program if it wasn't rotating for a while)
- The controls actually work well
What wii learned
- Wii Homebrew is quite difficult
- How to pitch and roll 3D objects using data from a Wiimote
- If wii want to make a more playable game wii should probably use an existing game/physics engine next time
What's next for Super Goose Cube
- More Goose :)
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