Short diary notes — what we worked on, then what we’re aiming at next.
Flip year / month / day on the left. Not a patch dump.
By AutomatedPOS
Veins in the dirt, and a worm that stops getting stuck
Top-down debug view — the head leaves position-and-facing
crumbs, and every segment behind it follows that same path.
Last post ended on the player sticking to surfaces. That turned
out to be too deep to patch, so movement came out of one big
script and into its own package, with the old path locked behind
a flag. Once it was separated the real bugs were findable: the
worm parking at the base of a one-hex step and pushing into it
forever, the head floating a hair above small ledges and
jittering there, and a fall-then-reattach loop that made it hop
in place. Short steps now get crested and crossed like stairs.
Tall walls still climb properly and only cross at the real top.
The body reads as one creature again. Segments had each been
deciding their own facing and pinwheeling because of it; now they
inherit the head’s path. The connecting tissue between them is
back too, so it’s a hose instead of a row of cans.
Digging also stopped freezing. Breaking terrain was rebuilding a
full 256-hex chunk every time, which cost a visible hitch on
every bite. Chunks are a quarter that size now — same terrain,
far quicker to rebuild.
The six specialty veins, repainted as metals late in the week.
Color is the instrument, and the instrument decides what the
club you build out of it does.
The bigger new thing is what’s buried in the ground. There are
specialty veins now — fused hex masses, one per instrument — and
they’re seated down into bedrock instead of perched on top of it,
so you have to chew in to get at one. Size and shape roll off
bell curves, so most are a modest lump and a genuine giant stays
rare. They sit on a jittered lattice across the whole map with a
minimum spacing, so two never grow into each other, even across
the seams where the world streams in. Placement is deterministic,
so everyone in a match sees the same field. Spawn gets a denser
patch and a cleared flat pad, so nobody wakes up inside a wall.
Whoever hosts can dial frequency, richness and overall abundance
per color, with presets running from Standard up to Absurd.
The palette got torn up and redone at the end of the week. They’re
metals now rather than flat colors, and only one of the six sits
near black, with the rest deliberately spread across brightness.
The first pass had three of them collapsing into the same dark
blob under a flat sky, which is useless when the color is the
thing telling you what you’re about to dig.
Chase view — the outlined cell is what the mouth is about to
take.
Drinking one is wired up: hold the trigger to pull from a vein,
or double-tap to lock on and let it drain on the beat. Every
bite is one resource plus a full gut segment, and it tints your
tip. Spit it back out and you get soft dirt in that instrument’s
color.
Audio and tooling got a pass too — a tempo click, the first batch
of worm voice lines, and a debug capture addon that pulls frames,
input, network and audio out to disk together, so a bug can be
replayed instead of described. The two in-game shots above are
dumped debug frames.
Worth saying out loud about the plan: whenever there is a
playable demo, it will most likely run straight from this site
rather than being something you download. Keeping the whole thing
small is intentional. And if it runs here, I want it defaulting
to multiplayer off a single server — we’ll see how far that gets.
Next Fusing what the worm spits back up into towers
that defend it on the beat. That’s the part I actually want to
see working — a defence that plays as a light show, strobes and
lasers and haze going off to the rhythm the way a club does. It
should be fun and interesting. We’ll see what happens.
By AutomatedPOS
Movement improvements continue
Today's focus was player movement feel and physics bugs. The fly leash fix
(XZ proximity to step cell) resolved the "fly" issue where the head wouldn't
fall after leaving a step shelf. Post-crest behavior was also corrected —
the snout now properly seats on the step shelf instead of inventing a peel,
which was causing short clip teleportation.
Key fixes:
Cling thrash rollback: Removed soft-step clip that tunneled through solid geometry
Mid-face cling jam: Walk soft steps while climbing, stopped contact Y pull-down
Pad-stuck cling: Handoff now keys off world-Y rise instead of strata dh
All changes were co-authored with Cursor — the physics debugging loop is
really coming together.
Next Surface sticking mechanics — this is the obvious next step
after yesterday's dev log note, getting the player to reliably stick to
surfaces without getting stuck.
By AutomatedPOS
Dev log view — movement still the fight
Added a second site view at /dev — a development diary beside the
landing page, not buried in a changelog dump. Left rail is
collapsible year (vertical) → month → day so you can flip through
without searching. Every post is tagged with who wrote it (this
one’s AutomatedPOS). Each entry also has a media slot for a
screenshot or clip; empty slots stay hidden. Small images can live
under /media on the site; bigger video we’ll host elsewhere (R2 /
Stream) when we need it.
Landing page stayed the hero — brand, one line, updates CTA. Dev
log is for “what we worked on / what’s next” in plain language.
Next Player sticking to surfaces / getting stuck —
more movement feel work. A few other items already lined up for
tomorrow night once that unstick pass lands.
By AutomatedPOS
Site live — game still the main job
wurhythm.com is up. The game side is active too: player controls,
monster attack timing, and a pile of audio recording / drops so the
world starts to sound like itself. The little can monsters’ first
voices — those attack meeps — are my youngest daughter.
Next Keep tightening feel — controls, critter rhythm,
and more of that recorded audio into the build.