Wurhythm

Dev log

What’s moving

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.

  1. By AutomatedPOS

    Veins in the dirt, and a worm that stops getting stuck

    Top-down view of the worm crawling across hex terrain, its body segments trailing behind the head in a single line.
    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.

    Design sheet showing six fused hex-mass veins in copper, black, silver, blue, neon green and teal, labelled percussion, keys, winds, bass, synth and voice.
    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-camera view from behind the worm, with a wireframe box highlighting the hex cell it is about to bite.
    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.

  2. 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.

    Player snout seated on step shelf edge Close-up of snout contact with surface during climb
  3. 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.

  4. 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.