Do You Wanna Build a 4D Snowman? - Let's Play 4D Golf - Part 3

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Indie Game Chris

Indie Game Chris

Күн бұрын

4D Golf is a mind-bending game made by CodeParade, the creator of Hyperbolica. Set entirely in a 4-dimensional space, 4D Golf features over 120 levels and 7 vibrant worlds, tons of visualization options to master 4D space, and a level editor where players can make and share their own 4D courses.
0:00 Dunes Challenge
25:00 Arctic
4D Golf Playlist: • 4D Golf
Buy 4D Golf on Steam: store.steampowered.com/app/21...
Patreon: / indiegamechris
My Writer's Website: www.christiandhorst.com
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Twitter: / squareguy2021
#4DGolf #4DGame

Пікірлер: 9
@lucasnelson7773
@lucasnelson7773 Ай бұрын
You can roll the camera in volume view by holding right click and moving the mouse - a little easier than relying on holonomy :)
@AmaroqStarwind
@AmaroqStarwind Ай бұрын
Reminder: Fully explore the *Settings Menu* in every game. This is where you find the Volume Line, the Stereographic Compass, Ghost Tinting, etcetera.
@warriorsabe1792
@warriorsabe1792 Ай бұрын
The way you've been rolling the camera with holonomy makes me think of how in space engineers as some weird side effect of how you roll with keyboard but otherwise look with mouse, the roll input is so much weaker it's sometimes quicker to roll your player or ship with holonomy than to do so directly
@indiegamechris4759
@indiegamechris4759 Ай бұрын
I'm going to add "holonomy" to my daily vocabulary.
@blueglass24
@blueglass24 Ай бұрын
It's amazing how volume view goes from being incredibly useful to a convoluted mess almost any time slopes are involved. Maybe it's youtube, but I'm having a lot of trouble seeing the vague outlines you're using as a guide for some of these shots. I'd say the number of windows on that building is 42. You just completely overlooked the crystal on arctic hole 4 =( Well, I have to say the difficulty is really starting to ramp up here.
@cymno
@cymno Ай бұрын
Yeah the volume view is a bit too strict. Instead of being a top down projection of the track it's just strictly the current height level so most of the track is invisible. You're forced to use outline-only display, and the fact you can't zoom out except at the ball doesn't help.
@Woodledude
@Woodledude Ай бұрын
@@cymno I completely agree that there are certain marked improvements that could be made, but as it stands, I really think it's a solid set of tools. It's just that on the more involved courses, you really have to use ALL of the tools, and start building up the map in your head, and not just relying on the tools to spit out the answer by themselves. I found on the later courses, it helped a lot to have the Volume Line as part of my internal understanding, switching back and forth between Volume Mode and Upright Mode... It got to the point where I could look at the ghosts and *see* where all the curves were meeting up without Volume Mode having to be on the screen at all times, and where I could predict what the upright view would wind up looking like before I left Volume Mode because of the Volume Line. Every single one of the tools you're given is necessary - Turn the ghosts on and off, make them more and less transparent, bounce back and forth between the various modes, rotate in all directions with every key, and watch how the transitions work - They're animated so well, even that detail is a huge help when you're still cramming all of this into your brain. The ONE thing I changed and never looked back on - The default compass was terrible, at least for me. I switched to the airplane style pretty fast, I couldn't read the normal one at all or get anything useful out of it. I wanted to know what direction I was currently looking in, what was to my left and right - I felt like the default compass straight up couldn't give me that information in a way I could parse. Again, I can't stress enough that I agree the tools are rudimentary and could be improved, but they are, in my opinion, sufficient. That comes with the large asterisk that the game is the size it is for a reason - It takes a while to REALLY wrap your head around it. It BECOMES intuitive, but it absolutely doesn't start out that way. You have to twist your brain into some rather creative knots, but the result is rather beautiful, I think. It was well worth the effort for me, personally.
@jblen
@jblen Ай бұрын
Im definitely understanding 4d space better, but I'm still unsure how to interpret the volume mode when there's elevation, like you did on the climbing over it level. So you shoot at a 'flat' wall in 3d, and the 4d curvature moves the ball in the unseen axis, but then how do you know which way it will roll? Or do you just have to remember that from seeing it in the regular view? I also find the up/down compass more confusing than helpful, I feel like up/down is obvious in normal view and then in volume view it doesn't change, it just stays sideways, which isn't the up/down that correlates with the regular view right?
@indiegamechris4759
@indiegamechris4759 Ай бұрын
In Climbing Over It I remembered that "down" was toward me. I thought of it like electric potential, though I guess I forgot to mention that. Yeah, I never looked at the up/down compass 😆
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