I didn't anticipate that a game about counting could be so difficult lol
All the pigs in this game deserve to be turned into bacon
Hi, if you use godot-4d I recommend only using Node4Ds, and then also Camera4Ds and MeshInstance4Ds if you wanna use the wireframe renderer, otherwise put your own renderer on top.
The engine has lots of features that are documented as if they work or are feature complete, but actually aren't (this wasn't me!!)
Using godot-4d you also definitely want these files: https://drive.google.com/drive/folders/1-kHaD34z6hqWL716Yw5iGoppf1L562XB
it's just a bunch of math and 4D model utilities I've thrown haphazardly into two code files over the years. Not super great, but it's a good starting point to making 4D models from code, as there's no 4D model editor yet.
I made the repo public so you can still check that out if you want, not sure why it wasn't already public, I'll add it to the description after making this comment: https://github.com/Z53-INCOMING/Lobby-4D
Lastly, this webpage I wrote may be of interest to you: https://fifty-third-dimension.neocities.org/lobby-4d
Edit: almost forgot the most important thing, if you want more help join the godot dimensions discord server, where I and other people who worked on godot-4d can give real time help: https://discord.gg/4vbN8wPyKD
## how to exchange worlds:
go to AppData/Roaming/Godot/app_userdata/Tessercraft or whatever the linux equivalent is, just google "where does Godot save save files"
player.bin is the player position and rotation, world.png is the blocks of the 16^4 space
send that to people and they can use it, and if you download someone else's world, rename it to world.png and put it in the folder.
next time you play it'll have the new world
you can delete the world file to get a new random world, there's a 50/50 chance to get a normal grass world and the fucked up mirror dimension
The renderer is very cool, but the gameplay is infuriating. when an asteroid hits you, it doesn't bounce off, it continues going through you, usually until you die. the acceleration of the ship is so slow that dodging is basically impossible, and using keys to turn instead of the mouse makes shooting really difficult as you have a very small limit to how fast you can turn. you can make it turn towards the mouse, and cap that rotation speed, if you don't want the player to be able to turn infinitely fast, but aiming with the mouse would be really nice.
anyway yeah, cool renderer, but the gameplay can be improved (but I get that's not the focus of the project) I think there's lots of potential here, and my only goal in posting this is to give constructive criticism.
Don't play it then? It's pretty up front about the whole "not really being a game" thing. and the controls aren't awkward, that's skill issue lmao. Please, I invite you to make a better 4D game, since you seem to really appreciate and understand the effort that goes into creating even a small application like this. I'm sure I'd be blown away by your brilliance and talent.
Thanks for the comment, I'll get right on these. I missed the setting for disabling the max on the number box, and I naively assumed all ports were 4 digits long...
Also, when you say "a mode where you rotate in ground view the same as not in ground view" I assume you want YZ (looking up and down) rotation to be locked, right? Looking up and down would look super strange if up was out of sight. And by "vertical looking" I assume you mean looking ana and kata, or what up and down look like in ground view? If so yeah I can add that.
I could add a separate mouse sensitivity option for focus mode, but I don't really see the point. You know you can change the mouse sensitivity with /mouse_sens right? I find it pretty easy to move my mouse slowly, but alright.
Lastly, how would you twirl/XW rotate with the new ground view mode?
As I'm publishing this message, I have most of these features done already. (I work fast)
The vertical rotation is locked, and the 4D rotation is super weird (why zxc and snapping to certain rotations? just make XW and ZW controlled with the mouse when a mouse button is held). Also, upon closing the game using alt+f4, a process was still running in the background, setting my mouse's position continuously. I had to go into task manager and kill it.
I like the voxel art in this game. It seems that you were struggling with holonomy (when you rotate the camera and you accumulate unwanted roll). Here's a great guide on camera rotations in godot: https://docs.godotengine.org/en/stable/tutorials/3d/using_transforms.html
Also there's a bug where half the time I try to eat something, it doesn't work.