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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