Some people were asking why the 3D glasses store page was gone, so I'll explain here. This video only blew up after I made my 4D Minecraft video, so I never sold many 3D glasses. I decided to repurpose them to make 4D glasses, which are also unavailable at the moment. If/when the 4D glasses become available, you will be able to use them just like regular 3D glasses, but you probably won't be able to get them for the same price.
my eye cant see deep,.. in games we have not good enough technology to make it that i can see it. I have more than 18 dioptres in both eyes and a misaligned right eye. I only see stripes when I use a 3D glass and after 2 minutes I get sick..
is get sickness from min 06:39 :D ,. puh is lot for my eyes honestly i will never play it :D i need to stop it or i or I'll throw up :D.. do me a favor and write in the description that you shouldn't play it if you have eyes has illness or should be careful with it. Thank you
The perfect backrooms *game* doesn't exi- Edit: Ayo I checked my notifs and WHY ARE THERE SOO MANY LIKES ON THIS REPLY INCLUDING THE FIRST REPLYS Edit 2: WAIT WHAT NOW THE COMMENT ITSELF HAS A BUNCH OF LIKES‽ I WAS HERE BEFORE IT HAD *THIS* MANY LIKES
The rendering technology is the exact same as that of the old raycasting games from the late 80s/early 90s The difference is that this game does not attempt to create the illusion of a 3D world. This game could be used as a demonstration of how the old raycasting games actually work under the hood
raycasting still works more or less the same as in the old times and, in extension, as in here. The difference is that the technology has now come far enough to support raycasting on a much bigger scale than before
Yee, I also recognized that it had a lot of the same feel as those old sorts of games. Like my brain interpreted the space in around the same way as it did those older games
Playing without the 2D display, it took me quite a while to realize that the enemies did _not_ in fact have insane health, but several of them had stacked and obstructed my view of the others. A very visceral difference to other displays! I even tried the 3D anaglyph and could eventually read it even without glasses! Very fun concept.
Ugh tell me about it. I've met real 2D people IRL, and they're all massive knobheads. So this game is pretty realistic in that regard. It's like the old saying like it's not until you lose a few spatial dimensions that you see who your _real_ friends are
Your "barcode" display -- stretching out the 1-D line so we can see it -- is exactly what I described in a short story I wrote some years ago. It was the perception of an uploaded brain that got put into a Flatland world. I had the fog too, but that's straight out of the original Flatland book.
A lot of the ideas here were covered in Edwin Abbott's "Flatland" (1884). For example, he talks about how fog is crucial for life in Flatland, to assess distance, and how inhabitants in dry regions have it so much harder. Well worth a read (freely available, only a couple of hours to read).
@@AlphaCarinae Did he hate women, though? I thought he was taking a shot at the rigid society of Victorian England, where women were in fact inferior. I read it as if he was saying "in Flatland society it's important that women know their place as there could be fatal consequences, but c'mon guys, in the real world women aren't literally javelins". Could be wrong though - I don't know Abbott's true feelings.
@Rudolf Hillard except, no matter what happens, all images that we can comprehend are in 2d. that is just a way of rendering a 3d image in a way our 2d brains can understand. besides, we, as humans needed thousands of years to come up with that. you may be able to gain an understanding, but, we still see in 2d. we have no evidence that the rules would change for a 2d creature, so we can guess they would see in 1d.
@Rudolf Hillard You don't need to go all the way to sonar. A much more familiar way to gage depth (and which is covered in the video!!!) is binocular parallax (two eye vision).
That is the tricky thing when it comes to games like this. Where would one draw the line between accuracy and user experience? By adding a sense of depth to the game, it technically makes it a "2D Game"; one for [left, right] and one for [forward, back]. Essentially, a 2D game for 2D lifeforms, much like a 3D game for 3D lifeforms. I dunno, I'm no math theorist.
i just want to say that the enemy design in this game is downright horrifying. just a giant pair of eyes coming right at you. 10/10, won't sleep tonight.
Interesting game. At the end it is a matter of perspective if your game is 1D, 2D or whatever. There are also games that claim to be 4D by allowing your to play with time or use some non-euclidean geometry. One might say that the only thing that matters is how many axes you can control. In Super Mario Bros or A Link to the Past you can ultimately move up/down or left and right. In that sense an endless runner like like that dinosaur chrome game could be considered 1D, because you can only jump and therefore only control one axis.
well that's gameplay wise however there is 3d art, and 2d art, and 1d art all based on how it LOOKS so a 2d game often has 3d effects, however a 3d game as 3d effects. however a truly 2d game would have 2d effects. However, 2d and 3d are very linked as our brains only do math to tell us something is 3d, we can never see all sides of a 3d object. in a 1d game you would have to play as a 2d object, which would really be 3d, meaning it's really only possible to make 3d games
It is still a 3D game. Sure, you can only jump, however, you are not watching the obstacles approach you in the first person, you watch from outside the 2D plane.
You could make a game from the perspective of the runner and have horizontal lines instead of vertical lines to make a true 1D game: both art and visuals
@@Green_Bean_Machine I think what they meant is that even rudimentary vision, with very few information as input, is still so much better than no vision, so evolutionary pressure reeeeally pushed every organism that could develop vision to actually do it. For a real world example, see how people with severe damage to the visual cortex can still dodge objects thrown at their faces without seeing them, because some visual stimulus from the eye actually bypass the visual cortex in the brain. Even with no visual information, your eyes can still sense if something is getting close to your face real fast, and that can save your life.
@@Voshchronos another thing, (i agree woth everything you said btw, im just airing a complaint) this game is basically 3d. the only real challenge is the slidey, awful movement, which i believe was done to make it hard and trick people into thinking its hard because of visuals.
@@Green_Bean_Machine hmm… how is the game "basically 3D"? Maybe you could say it is "basically 2D", because you can move in two axis, but still the vision only contains one dimension (left to right).
@@Voshchronos by making it so that you can see more than a line (which would still be extrapolating into a third dimension) the left and right movement with the up and down visuals makes this essentially Wolfenstein y shitty movement, something he even points out. Wolfenstein is just as 2d as this game, it just doesn't suck ass.
Rhythm games are 1D games. The note (or group of notes) come from afar until they hit the 0 coordinate and the player must press the correct button (or combination of buttons). The notes being separated instead of gobbled together into a single object/color is just for player convenience. You can make a pure 1D rhythm game where players must combine colors to hit chords, or numbers. Have the player have the numbers 1, 2, and 4, and have they hit numbers as they come. You can have numbers from 1 to 7 for the player to hit the right key combo
I played a 1D arcade game before! It was called Line Wobbler. The display was a vertical line of multicolor LED lights, where you would play as a white dot that has to get from the bottom to the top. You could move up or down and you shake the joystick to block red enemies
this is honestly terrifying.... wondering around in the dark, going around a corner, and seeing the pink thing with those horrid stretched eyes, i might not sleep tonight, but great game lol
The backrooms walls, the uncanny feeling of being pursued, the unsettling 1d view and the creepy stretched monsters makes this a horror game with much potential. No noise jumpscares are scary but maybe you could add some neutral noise that suddenly disappears when a monster is detected or the other way around (noise when seeing monster). It shouldn't be difficult to program. Nice game, looking forward to version 2.0!
I actually came across your game online a few months ago after thinking about this concept myself. So interesting to see that there actually is a video about its development!
i think i'd call this a "first person 2d game" rather than a 1d game. you can still move in 2 dimensions just like a normal 2d game, its only the player perspective which is different. as evidenced by the fact that you can display the exact same world in a top-down display to make it like a normal 2d game.
I agree, specially considering that he also made the 4D minecraft which is basically the same concept. One is a 2D game seen in a 1D perspective while the other is a 4D game seen in a 3D perspective.
It's a pretty interesting game, though the controls are a bit awkward. I can see why you didn't go with keyboard-and-mouse, since the mouse is a 2D input, but the inability to strafe makes the game feel clumsy to play, especially with the momentum the character has when moving or even turning. Adding strafing would make it easier to move around accurately, and also help with depth perception.
I love the idea behind this game, I think that this would make a really cool horror game especially if 3D enemies that could pop in and out of existence were introduced.
This is super fascinating. As someone with no depth perception (as only one of my eyes works at any given time), I find your game pretty interesting. I assume my perspective on it, being one dimension down from my natural vision, is similar to how a typical person would perceive a "3D" game. The shadows help a LOT. If there were no shadows, it would be like me walking around in a perfectly lit room 😂 I would walk into *everything*.
i would call this a horror game by the way the enemies just sprint at you, and that small door of reaction time, mixed with how dark the room is, its like a jumpscare
Fun fact, most 2D games aren't actually 2D. They are actually 3D due to the z-index(aka layering), so your 1D game is actually true 2D, due to layering again. So it is almost impossible to make a 1D game unless you remove layering and allow everything to Z fight with each other.
Super cool idea, reminiscent of the flatland novel! Would you make a level pack inspired by that story? That is, with dialogues, a plot, and some 3D sphere passing throug the plane?
I really want to argue that by increasing the 'thickness' of the 1d world, you've basically created fake 3d but this inadvertently raises the question of how thick is a 1d world? 1 pixel? 1 atom? 1 what? Beautiful representation nonetheless.
if by "thickness" you mean "height", or "top-down" i dont think there WOULD be a way for them to measure it. He only increased it to make it comprehendible to us. something in 1-D world would only ever be able to see it as a horizontal line (to us). there wouldnt be a way for them to compare it, therefore measure it.
love the concept, love the way it is implemented! single comment, dude please tweak the steering speed and add some weird ass texturing and the lines much thinner, maybe by violating the concept - add some 3d cs2 style fog lol would love to play if such a game was an app with some captivating sorta cryptic subtitles and eerie music, kudos much!
I think it’s best to just say that this game has two dimensions of movement, and one dimension of perception. Real life has three dimensions of movement, and two dimensions of perception - and I think it’s fair to say that no being can have as many dimensions of perception as movement. To have three dimensions of perception would be to have x-ray vision and simultaneously perceive all layers of depth. This x-ray vision manifests itself in Super Mario as your ability to see an enemy beyond Mario’s point of view (like on the other side of a brick block). If a 4-D being were to gaze upon our world, I would imagine they would have such x-ray vision. You could not hide from such a being.
That last point is only really applicable if there were such a thing as a larger fourth dimension. Still. That is the general idea. That they could perceive all sides of a 3D object at once. But they can only see inside said object by moving along the 4th dimension.
Last part gave me chills. In Islam, there is such being called Jinn. They can see us and affect our world, but we cannot. I suggest anyone interested to read about them to see what a 4D creatre might be like(not sure they are but the way their world works seems to have more dimensions than ours). They are another form of rational beings like humans but they are made out of fire instead of clay. In fact, we believe Lucifer is an evilJinn and not a falling angel - not all Jinns are demons.
Looking at it being developed I thought it would've been so much more disorienting, but actually playing it it felt like I was actually walking through a 3D space!
itd be cool if you could add a side by side view for people who know how to view crossview images (basically crossing your eyes to merge the 2 images together) but if you do end up doing this, make sure you add both a normal side by side mode and an inverted mode (right side image on the left and left on the right) because some people only know how to do it crosseyed and some people can only do the one where you basically look through your screen.
I'd honestly love it if the enemies were 3d, because things get really weird for a 2d creature when their fighting against 3d enemies such as growing into and shrinking out of existence and appearing in any place. Maybe a good idea for a boss fight.
This is a 2d game from a first person perspective. Which is really cool, never seen it done before. But the player obviously moves along 2 different axes. You could argue it's rendered in 1d, but an actual 1d game would only have 2 movement options. Forward and backwards.
It feels like a 2d game with a rendition of a 1d line as it's display. I was hoping for something like a game where you rearrange colored points that make up a line or one where the display is the color in front and behind you and you had to change your position on the line depending in that... But I would have no idea how to make that fun. It's pretty cool though and does meet the stated criteria.
This is honestly pretty cool! The controls feel a bit floaty like your driving a hover car or sliding around on ice which is a pretty cool little effect
My friend actually made something like this too! He said he was wondering how to make a 2d game with a 1d view, and finally figured it out after a really long time. It looks exactly the same as this, and even uses raycasting too! I'm gonna send this video to him and ask if he took inspiration from this...
really nice but I have one suggestion: while in the game you have no way of knowing where you are where your going and stuff like that. I think a cool feature would maybe be a campus pointing towards where you need to go? it will let you know where your trying to go so your not just walking randomly hoping you get lucky and give a reference point. my best is level 6
If this is 1D then Wolfenstein and Doom must be as well since they work mechanically exactly the same. This is a 2D game with stretched 1 pixel tall graphics.
so basically a first person game in 2D. I like it... Having played the game now, I want to give a little bit of feedback. In a game that's already disorienting, I dont think the gradual deceleration is necessary, at least not to *this degree.* I guess it makes the game feel smoother, but I think you should dial it way back. It should feel like when you stop pressing forward, you stop near instantly. If you want to make it feel less robotic, then sure, give it a little bit of deceleration, but as of how it is right now it feels like youre on ice. Also a bit of story, and designed levels might be nice. Then again, I get it this is an experiment.
This was utterly fascinating! I fell in love with the concept, wow. It got me thinking: in a truly 1D space, the first-person view of a 1-dimensional being would be a 0-dimensional "screen". What the hell would that even look like? A solid color? I think it would make some sense. No horizontal nor lateral information. Now the question is, could a 0-dimensional display even be used for gameplay at all? Maybe I should give it a try someday, heh.
Yeah, you could have two pixels/ dots: one for ahead and one for behind. Might need to use a lot of colours and sound effects to actually carry some information. And bcos sound is pressure waves that fluctuate forward and backward, sound could definitely exist in 1d. And photons are so small and quantum-wibbly-wobbly that they could probably also carry colour information in 1d world...
A 1D game in a 2D screen that looks 3D thanks to the fog effect and "3D effect" Which really just bumps it up to 2D, just not the traditional axis you'd think of of 2D.
After the procedure you're either left with "I can't tell if I'm dead", or "It sure is yellow out here today!" * Gasp! * "Something moved somewhere . . ." - Sam O'Nella
Cool concept, really interesting to understand how depth perception works both in games and in a 2 dimensional environment. Sidenote and out of left field, but I didn't find the texture pack for that minecraft clip in the source, just looked cool.
One tip for the game would be to make an extra version of 3D where the two images are placed next to each other, and you can cross your eyes until the images overlap to get the same affect.
You could also make 2d game but instead of your vision being horizonal, your vision would be vertical. The movement could be in the height and forward direction instead of the sideways and forward directions.
@@gunk3407 Why didn't you put both of your messages into one singular message? Depth doesn't increase dimension count. xD Or do you think all the 3D games are actually 4D?
I challenged myself and never turned on the 2d display. I was surprised how quickly I was able to get myself used to it. I think if I was able to decrease the height of the 1d display, it would have made it a lot harder
Yes. 3D: Three-dimensional Cartesian plane, with X, Y and Z coordinates. 2D: The traditional Cartesian plane with X and Y. 1D: A Cartesian plane that has only X or Y.
I really enjoyed this video, and found both the concept and the execution interesting and well-done. I do have some thoughts on the technicalities of the game. I took into account your reasoning for this being a 1d game, but I still personally consider it to be a 2d game, do to it taking place in a 2-dimensional world, and also having a top-down view, similar to that of platformers. To me, a 1-dimensional game would be a line, but rather than being the eyes of a 2-dimensional character, it is a top-down view of the line that is the 1-dimensional world. Another way to tackle is would be to have a dot on the screen, representing the point of view of the 1-dimensional character. Again, I want to stress that this is not intended to be criticism of you or the game, just my personal thoughts on the matter. Great video, great game!
this is not a 1d game. its only one dimension of view. so it can only have length, since you have length and height in that 1d view, it is considered to be 2d. 1d would just be invisible.
I would perhaps argue that this could be called a 2d first person game, since the universe is 2d and the first person clarifies vs the typical 3rd person of 2d games
I expected a game in a 1-dimensional playspace, rather than just a first person perspective of a 2d playspace. I was interested in how you’d handle things…
But a game on 1 fixed axis would be terribly boring, like the only thing you can do is a depth effect on 1 pixel (no matter how big) and a control to go to or away from it. Now that i think about it you can make the player interact with it so it can disappear, change color or move (communicated by depth effect) so you could make a sort of no connection dinosaur game (i just mean you constantly move in one direction) in witch you interact with obstacles to show the next one (for example break them with a different input for each color, like press space for blue and press x 4 times for red). This must already exit and we just don't think about it as being "a 1D game" at all... like a "click the color when it appears" type of game
Honestly, I think most people who clicked the video expected that. I know I did. So yes, it could be disappointing to see that half of the video is just trying to defend the flimsy argument that the game is "1D" (which would inevitably imply that every FPS in the market is 2D; and the video tries to account for that, but none of the arguments held up), but then again, this is RUclips. It would be more honest to say that calling it a "1D game" is just for generating more engagement, and that's fine. But someone up there gave the much more accurate description of a "First person 2D game". That's _exactly_ what this is, which is already super interesting. But the title really suggests that the game is _conceptually_ 1D, and that's just not the case.
As much as you insisted this game to be 1 dimensional, I feel I need to put my two cents in. This is a 2D game in the truest sense of the word. We are playing as a two dimensional character, living within a two dimensional plane, with a one dimensional view. We don't call our existence a "2D experience" for viewing through a pair of 2 dimensional lenses - which you help emulate through the red/blue effect. The majority of "2D" games on the market are infact three dimensional - there's a background to look at, put against an object's 2d 'insides', for us to perceive perpendicular from there. Imagine that - your face projecting inside yourself, outwards from the monitor you exist within! And that direction would have a W depth greater than 1! That would be 4th dimensional. If only we could look at that direction in Miner, eh?
I agree, I honestly wasn't buying the 1D thing. This is basically just first-person Flatland. A two-dimensional eye could only see horizontal light rays, which is exactly what he's simulated. A one-dimensional game isn't anything at all really. At most you'd maybe be able to see a single ray of light but even that's stretching the definition. Realistically 2D cannot exist because you NEED some amount of 3rd dimensional definition to exist at all. I think the issue is that he's conflating perspective, graphics, and the inherent 2D of a screen with physical concepts of dimensions. Mario can only move in two dimensions on a 2D screen, yes, but it's implied to be truly 3D in reality. If he wanted to be accurate and applied this vision system to Mario, we'd see something very similar, just vertical instead of horizontal. What he's created here isn't 1D, it's instead a truly 2D game, including vision.
@@morphalta2074 I mean, it isn't necessary to display a 1D game in 0D. We could display a game with a 1D world in 3D if we wanted. (If the game world's dimension is what matters) One example I can think of would be 1D chess. Not sure how it's played but you essentially have a 1 wide chess board. The pieces are still 3D (or 2D, depends on your chess set/program) but the game world is 1D. Pieces can only move on one axis, forwards and backwards and no two pieces can inhabit the same spot. (Though that last point isn't really necessary since we can make 3D games where things are in the same spot without having to call those 4D.)
He's calling it a 1 dimensional game because of your vision, not the world you live in. Yes, it's a 2D world, but 2D creatures would see in 1 dimension which this games simulates. It's also obviously a non-perfect simulation with slight creative liberties because it still has to be playable and enjoyable. It's as close as he wanted to get to 1D vision while still working as a video game and to educate on how life would be as a 2d creature. I quite like it. --------- Obviously if you nitpick it, yes, it's not a true 1D game and obviously the world you live in is not a 1d world. He explains all this in the video. Also if the world was a 1d world then I can't imagine you'd have any vision at all, from my very, very limited understanding of dimensions, i think you can only see 1 dimension less than the dimension you live in. Meaning 3-dimensional creatures can only see 2 dimensions at most and 4 dimensional creatures can see in 3d. The 3d glasses feature was needed to have better vision as a 2d creature into a 1 dimensional vision just like 3d creatures who have 2 eyes can use it to better see 2d.
This is basically just a first peson 3d game that has been flatten and turned into a line (1st dimension) and the mechanic is just like a 2d maze game.
When I first saw the enemies I was first startled and terrified. The dark rooms add to the effect of horror. I will not play this game, but very cool concept
Perfect Job for demonstrating how A 1D game works. Okay I have a Question. In 2D world we can perceive 1D. But what if it Actually is 1D. What will we see then. A Dot dimming and brightening?
I mean there's no way to actually know afaik. We don't actually know how 2d life would see, so I just used a line to represent what it's field of view, but it's just an analogy. If I wanted to make a game that takes place in a 1D world I probably would just represent the player's view as a square or a colored dot. It would probably be a pretty boring game though lol
@@Mashpoe I think you could make a 3d game that's at least semi-interesting You could actually have multiple styles of 1d too Like survival, puzzle, maybe even more I'll think about it more later
I think a 1d game would make 1 pixel flash different colours and maybe make sounds when you press a button, colour and sound are the only things that are not restricted to size i think
It is a 2d world since you made the far away tiles be darker, meaning you include the aspect of distance in your game, so the game now has longitud and width
It's interesting how spacial awareness is very difficult at first and once you begin to imagine a 3D room it becomes less difficult. Would being able to imagine a 4D room help navigate a 3D room, and what would 4D spatial awareness be like?
Apologies you posted this a year ago but im unhinged and insane. But if you use the theory that our perception of the 4d space trickles through as time and gravity, then the conclusion could be taken that the understanding of Where You Were, Where You Are Now, and Where You Will Be are a 4th dimensional awareness that assists in navigating a 3rd dimensional space?
Just tried it out. This is, at it's core, a corn maze / hedge maze simulator. I feel the render distance and field of view could be increased a bit. I'm not sure if the striped walls are needed as a smooth gradient should work just as well
It’s easy for people like me to relax their eyes and superimpose stereo images over one another. Not crossing my eyes but looking at two slightly different images as if I’m looking far away. I get a great 3D effect from it. It’s basically how magic eye works. So, you should put that option in.
Not the purple pillar of death! Luckily, I have a gun that shoots WHITE pillars of death! Take THAT! Very fun concept too. This would be cool if it was expanded upon
Some people were asking why the 3D glasses store page was gone, so I'll explain here.
This video only blew up after I made my 4D Minecraft video, so I never sold many 3D glasses. I decided to repurpose them to make 4D glasses, which are also unavailable at the moment.
If/when the 4D glasses become available, you will be able to use them just like regular 3D glasses, but you probably won't be able to get them for the same price.
my eye cant see deep,.. in games we have not good enough technology to make it that i can see it. I have more than 18 dioptres in both eyes and a misaligned right eye. I only see stripes when I use a 3D glass and after 2 minutes I get sick..
is get sickness from min 06:39 :D ,. puh is lot for my eyes honestly i will never play it :D i need to stop it or i or I'll throw up :D.. do me a favor and write in the description that you shouldn't play it if you have eyes has illness or should be careful with it. Thank you
WOWW YOU DON'T READ MY PROFILE PICTURE 😶😶❌❌
@@DasOhneEnde what illness do u hae
@@DasOhneEnde have
A 1D game that looks like a 3D one whilst being in a 2D world and that needs 3D glasses to give a better 2D effect.
With my 0D brain
the fact that cant have any more resolution, makes me happy
i mean, is both HQ and pixelated and the same time :3
WOWW YOU DON'T READ MY PROFILE PICTURE
Yeah the 1d field looks more 3d than the 2d field
it's literally an fps lol. It is a 3D game, no matter what he tries to explain
Without the 2d display, This is a horror game.
It looks like the backrooms
imagine, running in a stretched maze and a stretched figure that resembles a head comes toward you
I KNOW RIGHT? IT'S FUCKING TERRIFYING!
The perfect backrooms *game* doesn't exi-
Edit: Ayo I checked my notifs and WHY ARE THERE SOO MANY LIKES ON THIS REPLY INCLUDING THE FIRST REPLYS
Edit 2: WAIT WHAT NOW THE COMMENT ITSELF HAS A BUNCH OF LIKES‽ I WAS HERE BEFORE IT HAD *THIS* MANY LIKES
@@jellythebard654 it looks even more like the backrooms when u put on solid red mode
This game is honestly terrifying, there is no sound when you detect an enemy, so it stares at you deeply into your soul.
it kinda looks scary in the video but when I played it wasnt anything close
the enemies scare the hell out of me for some reason
Yeah they scare me too.
hOnEsTlY tErRiFyInG
It doesn't stare at you at all.
The rendering technology is the exact same as that of the old raycasting games from the late 80s/early 90s
The difference is that this game does not attempt to create the illusion of a 3D world.
This game could be used as a demonstration of how the old raycasting games actually work under the hood
raycasting still works more or less the same as in the old times and, in extension, as in here. The difference is that the technology has now come far enough to support raycasting on a much bigger scale than before
@@bigshrekhorner yeah
Yee, I also recognized that it had a lot of the same feel as those old sorts of games. Like my brain interpreted the space in around the same way as it did those older games
Yeah, which I think shows this is still at least a 2D game
@@spiderplant it's not
After seeing the enemy, this would make a perfect horror game.
Alternative title: making a 1D backrooms game
@@ally55213 💀
Imagine walking through the backrooms and seeing a pink thing with wide eyes
Also add the solid red effect. It is terrifying.
Hehehe
This game has so much horror potential lmao, the enemies have jumpscared me more than I would admit
Playing without the 2D display, it took me quite a while to realize that the enemies did _not_ in fact have insane health, but several of them had stacked and obstructed my view of the others. A very visceral difference to other displays! I even tried the 3D anaglyph and could eventually read it even without glasses! Very fun concept.
I am a bit surprised a 1d game wasn't made before
WOWW YOU DON'T READ MY PROFILE PICTURE 😶😶❌❌
Ugh tell me about it. I've met real 2D people IRL, and they're all massive knobheads. So this game is pretty realistic in that regard. It's like the old saying like it's not until you lose a few spatial dimensions that you see who your _real_ friends are
Living in a 2D world is terrifying
True
%s
@@10F2C what about 4d?
@@EdsboOfficial same
Theyre all same because a dimension is always scared of higher dimension
how do you manage to make a big stretched colored line look so terrifying, i keep having heart attacks every time the enemies pop up
u serious?
bro same
Your "barcode" display -- stretching out the 1-D line so we can see it -- is exactly what I described in a short story I wrote some years ago. It was the perception of an uploaded brain that got put into a Flatland world. I had the fog too, but that's straight out of the original Flatland book.
I’d love a link to that story, if you still have it!
Me too!
A lot of the ideas here were covered in Edwin Abbott's "Flatland" (1884). For example, he talks about how fog is crucial for life in Flatland, to assess distance, and how inhabitants in dry regions have it so much harder.
Well worth a read (freely available, only a couple of hours to read).
@@AlphaCarinae Did he hate women, though? I thought he was taking a shot at the rigid society of Victorian England, where women were in fact inferior. I read it as if he was saying "in Flatland society it's important that women know their place as there could be fatal consequences, but c'mon guys, in the real world women aren't literally javelins".
Could be wrong though - I don't know Abbott's true feelings.
@Cosmo Goblin: Thanks for the cool tip. It sounds really imaginative for such an old book. I will read it!
@Rudolf Hillard except, no matter what happens, all images that we can comprehend are in 2d. that is just a way of rendering a 3d image in a way our 2d brains can understand. besides, we, as humans needed thousands of years to come up with that. you may be able to gain an understanding, but, we still see in 2d. we have no evidence that the rules would change for a 2d creature, so we can guess they would see in 1d.
@Rudolf Hillard You don't need to go all the way to sonar. A much more familiar way to gage depth (and which is covered in the video!!!) is binocular parallax (two eye vision).
@Rudolf Hillard But sonar doesn't penetrate all objects either (and light penetrates some).
I'd call eyes and sonar in a 3D world 2.5D vision.
The fog definitely makes it look like a 3d game. Even if it's not being rendered in 3d it really looks like it is.
That is the tricky thing when it comes to games like this. Where would one draw the line between accuracy and user experience?
By adding a sense of depth to the game, it technically makes it a "2D Game"; one for [left, right] and one for [forward, back]. Essentially, a 2D game for 2D lifeforms, much like a 3D game for 3D lifeforms.
I dunno, I'm no math theorist.
i just want to say that the enemy design in this game is downright horrifying. just a giant pair of eyes coming right at you.
10/10, won't sleep tonight.
Just dont think
20/10, Kept me up all night.
I KNOW I WAS TERRIFIED
It's even worse when you consider they look exactly like the main character. So you're basically shooting them for looking like you.
@@hobocraft0 Weird right? Why the enemy is red on the top-down view, but looked like the player's character in the 1D view?
Interesting game.
At the end it is a matter of perspective if your game is 1D, 2D or whatever.
There are also games that claim to be 4D by allowing your to play with time or use some non-euclidean geometry.
One might say that the only thing that matters is how many axes you can control. In Super Mario Bros or A Link to the Past you can ultimately move up/down or left and right.
In that sense an endless runner like like that dinosaur chrome game could be considered 1D, because you can only jump and therefore only control one axis.
well that's gameplay wise
however there is 3d art, and 2d art, and 1d art all based on how it LOOKS
so a 2d game often has 3d effects, however a 3d game as 3d effects.
however a truly 2d game would have 2d effects. However, 2d and 3d are very linked as our brains only do math to tell us something is 3d, we can never see all sides of a 3d object.
in a 1d game you would have to play as a 2d object, which would really be 3d, meaning it's really only possible to make 3d games
It is still a 3D game.
Sure, you can only jump, however, you are not watching the obstacles approach you in the first person, you watch from outside the 2D plane.
You could make a game from the perspective of the runner and have horizontal lines instead of vertical lines to make a true 1D game: both art and visuals
But in the google dino you also automatically move in the 2nd axis
Actually, it's still only 2D, since in super mario bros. you are able to move on the x and y axis, because you can jump
Honestly, the fact that it's so navigable does a lot to explain why the first rudimentary eyes managed to evolve in the first place.
the first rudimentary eyes were still floating in a 3d space, they would have had much more information than is given here.
@@Green_Bean_Machine I think what they meant is that even rudimentary vision, with very few information as input, is still so much better than no vision, so evolutionary pressure reeeeally pushed every organism that could develop vision to actually do it.
For a real world example, see how people with severe damage to the visual cortex can still dodge objects thrown at their faces without seeing them, because some visual stimulus from the eye actually bypass the visual cortex in the brain. Even with no visual information, your eyes can still sense if something is getting close to your face real fast, and that can save your life.
@@Voshchronos another thing, (i agree woth everything you said btw, im just airing a complaint) this game is basically 3d. the only real challenge is the slidey, awful movement, which i believe was done to make it hard and trick people into thinking its hard because of visuals.
@@Green_Bean_Machine hmm… how is the game "basically 3D"? Maybe you could say it is "basically 2D", because you can move in two axis, but still the vision only contains one dimension (left to right).
@@Voshchronos by making it so that you can see more than a line (which would still be extrapolating into a third dimension) the left and right movement with the up and down visuals makes this essentially Wolfenstein y shitty movement, something he even points out. Wolfenstein is just as 2d as this game, it just doesn't suck ass.
great idea, I was thinking about how to approach a 1D game, and this is definitely a good way to do it!
dude both of your ideas are awesome
So this is where your video came from , Anyways Great Video Jelle
He Jelle. You did a Spectacular demonstration how 1D Game works. But still my mind is kinda Blown.
@@B8Code hmmmm yeah
isnt it weird this comment only has 56 likes
Rhythm games are 1D games. The note (or group of notes) come from afar until they hit the 0 coordinate and the player must press the correct button (or combination of buttons).
The notes being separated instead of gobbled together into a single object/color is just for player convenience. You can make a pure 1D rhythm game where players must combine colors to hit chords, or numbers. Have the player have the numbers 1, 2, and 4, and have they hit numbers as they come. You can have numbers from 1 to 7 for the player to hit the right key combo
Underrated comment
Taiko no Tatsujin has all the "notes" on one line
Hmm, good idea. Will attempt to implement if I ever try making that music land game.
Card games are 0D games, because they're abstract
I played a 1D arcade game before! It was called Line Wobbler. The display was a vertical line of multicolor LED lights, where you would play as a white dot that has to get from the bottom to the top. You could move up or down and you shake the joystick to block red enemies
Just came here to say that. I played it in a science museum in Berlin. Honestly it was so addictive, could have spent all day on it
This could be made into a very, very scary horror game
yep
1-Dare: The Classic 1-Dimensional Game
i mean , the enemies are kinda terrifying
Also someone like this so this comment gets 69 likes
@@JermaneWho the enemies are just *L O N G Y O U* so it could be a horror game
this is honestly terrifying.... wondering around in the dark, going around a corner, and seeing the pink thing with those horrid stretched eyes, i might not sleep tonight, but great game lol
😭
the super stretched eyes give some Mandela catalogue vibes
or analogue horror
yo play with solid red + the Yume Nikki OST, it's a whole 'nother experience 💀
You go around a corner and then see a purple column with Mr Krabs eyes...
The backrooms walls, the uncanny feeling of being pursued, the unsettling 1d view and the creepy stretched monsters makes this a horror game with much potential. No noise jumpscares are scary but maybe you could add some neutral noise that suddenly disappears when a monster is detected or the other way around (noise when seeing monster). It shouldn't be difficult to program. Nice game, looking forward to version 2.0!
playing this with just the 1d view is a horror game.
especially the enemies
@@vehicleboi5598 just imagine seeing an infinitely stretched face coming at you
@@kpjammerwolf330 that is the stuff of analog horror
@@kpjammerwolf330 That's some HP Lovecraft shit
it looks like the backrooms
the enemies make me horrified. i don’t know what it is, the way they stand out, or the endless eyes looking at you, but it’s downright scary
kinda cute
ikr
@@jocanolag-6745 yeah you’re right i was dumb
I actually came across your game online a few months ago after thinking about this concept myself. So interesting to see that there actually is a video about its development!
i think i'd call this a "first person 2d game" rather than a 1d game. you can still move in 2 dimensions just like a normal 2d game, its only the player perspective which is different. as evidenced by the fact that you can display the exact same world in a top-down display to make it like a normal 2d game.
I agree, specially considering that he also made the 4D minecraft which is basically the same concept. One is a 2D game seen in a 1D perspective while the other is a 4D game seen in a 3D perspective.
Totally agree.
@@sebastiancarreira5832 Yeah, I was really disappointed by the fact that the 4D game didn't display in 4D.
@@creativebeetle we see things in 3D, so we can only comprehend dimensions 3D and below. A game were you see in 4D is a bit ambitious
@@TheWeen344 Ah, apologies. My initial reply was intended to poke fun at the idea. I forget the power of Poe's law sometimes.
Take care!
It's a pretty interesting game, though the controls are a bit awkward. I can see why you didn't go with keyboard-and-mouse, since the mouse is a 2D input, but the inability to strafe makes the game feel clumsy to play, especially with the momentum the character has when moving or even turning. Adding strafing would make it easier to move around accurately, and also help with depth perception.
And the turning has way too much drift.
The mouse can still rotate a camera left and right.
you could in theory still have the mouse, just hidden and only take l/r inputs
I love the idea behind this game, I think that this would make a really cool horror game especially if 3D enemies that could pop in and out of existence were introduced.
this is awesome! now I know how flatland characters feel
There's a very abstract indie game that did almost exactly this called "A Cosmic Forest" which is very creative and definitely worth a look.
This is super fascinating. As someone with no depth perception (as only one of my eyes works at any given time), I find your game pretty interesting. I assume my perspective on it, being one dimension down from my natural vision, is similar to how a typical person would perceive a "3D" game. The shadows help a LOT. If there were no shadows, it would be like me walking around in a perfectly lit room 😂 I would walk into *everything*.
i would call this a horror game by the way the enemies just sprint at you, and that small door of reaction time, mixed with how dark the room is, its like a jumpscare
Fun fact, most 2D games aren't actually 2D. They are actually 3D due to the z-index(aka layering), so your 1D game is actually true 2D, due to layering again. So it is almost impossible to make a 1D game unless you remove layering and allow everything to Z fight with each other.
the universe is flat, maybe just a single string (could even be code)
3d games = 2.5d games
That means 3d is just 4d??
Except he’s not using z-indexing, he’s raycasting and rendering the result directly
@@kelfo4997 nope , 3d=2.5d
Super cool idea, reminiscent of the flatland novel! Would you make a level pack inspired by that story? That is, with dialogues, a plot, and some 3D sphere passing throug the plane?
I really want to argue that by increasing the 'thickness' of the 1d world, you've basically created fake 3d but this inadvertently raises the question of how thick is a 1d world? 1 pixel? 1 atom? 1 what?
Beautiful representation nonetheless.
if by "thickness" you mean "height", or "top-down" i dont think there WOULD be a way for them to measure it. He only increased it to make it comprehendible to us. something in 1-D world would only ever be able to see it as a horizontal line (to us). there wouldnt be a way for them to compare it, therefore measure it.
@@blockyhour4224 I think they meant the width of the bands instead of height or length. The bands further away look narrower than the ones up close.
Thickness of a 1d world is 0
@@ono_o_o oh. yeah thats possible lol. Im just starting to finally understand all this
wouldn't it be 0?
The only reason I won't play this is the enemies, they legitimately look terryfying
The pink thing with wide eyes and also I felt that they are happy and smiling somehow
WOWW YOU DON'T READ MY PROFILE PICTURE
Shut the up bot >:(
What happens if you play the game?
love the concept, love the way it is implemented! single comment, dude please tweak the steering speed and add some weird ass texturing and the lines much thinner, maybe by violating the concept - add some 3d cs2 style fog lol
would love to play if such a game was an app with some captivating sorta cryptic subtitles and eerie music, kudos much!
I think it’s best to just say that this game has two dimensions of movement, and one dimension of perception.
Real life has three dimensions of movement, and two dimensions of perception - and I think it’s fair to say that no being can have as many dimensions of perception as movement.
To have three dimensions of perception would be to have x-ray vision and simultaneously perceive all layers of depth. This x-ray vision manifests itself in Super Mario as your ability to see an enemy beyond Mario’s point of view (like on the other side of a brick block).
If a 4-D being were to gaze upon our world, I would imagine they would have such x-ray vision. You could not hide from such a being.
That last point is only really applicable if there were such a thing as a larger fourth dimension. Still. That is the general idea. That they could perceive all sides of a 3D object at once. But they can only see inside said object by moving along the 4th dimension.
Last part gave me chills. In Islam, there is such being called Jinn. They can see us and affect our world, but we cannot. I suggest anyone interested to read about them to see what a 4D creatre might be like(not sure they are but the way their world works seems to have more dimensions than ours). They are another form of rational beings like humans but they are made out of fire instead of clay. In fact, we believe Lucifer is an evilJinn and not a falling angel - not all Jinns are demons.
great game! i did the first speedrun of this game. i beat level 10 without the 2d display in 12:50
Nice
Bro I can't even beat lv 5 *with* the 2D display
Damn I can't even get 15 minutes lmao, my best attempt was 16:43
@@vastowen4562 that's pretty good! i'd really like to see you video, if you have one
@@uhhhhhy same
Ah hell yeah, time to dig out that ancient pair of falling-apart 3d glasses that i got in a LEGO magazine when i was a kid
What a cool idea! It's like the opposite of hyperbolica! Makes me wonder how well a platformer would play in this style
A platformer version of this game might make a good future video...
@@Mashpoe oh frick you'd have to change3 perspectivea bunch to not die
@@Mashpoe since most 3d platforms are 3rd person maybe the 2d platforms should also be 3rd person
@@Mashpoe I was going to the game Play this game
You wouldn’t be able to sense that you’re falling or jumping
7:30 WTF THIS IS TERRIFYING
A 1D game in a 2D world where you need to use 3D glasses… makes total sense
How the hell does a 1d maze with lines for gameplay and funny looking lines for enemies make a better horror game than literally everything else?
without the 2d screen on top, its worse than the backrooms
Looking at it being developed I thought it would've been so much more disorienting, but actually playing it it felt like I was actually walking through a 3D space!
This is essentially the exact same method that was used for Wolfenstein. They just went harder on the textures rather than vertical bars.
THANK YOU, omg ive been waiting for someone to actually understand how vision and depth and all that actually work in relation to dimensionality
itd be cool if you could add a side by side view for people who know how to view crossview images (basically crossing your eyes to merge the 2 images together) but if you do end up doing this, make sure you add both a normal side by side mode and an inverted mode (right side image on the left and left on the right) because some people only know how to do it crosseyed and some people can only do the one where you basically look through your screen.
Ah yes, magic eye mode. Really should be used more as a free 3d effect, as it doesn't distort colours.
that'd just be increasing the FOV and it'd prolly distort the sides and give it a fisheye look
I'd honestly love it if the enemies were 3d, because things get really weird for a 2d creature when their fighting against 3d enemies such as growing into and shrinking out of existence and appearing in any place. Maybe a good idea for a boss fight.
NO PLEASE NOT I’M TERRIFIED OF THE ENEMIES
@@s4tanicsiren hahaha too late
This is a 2d game from a first person perspective. Which is really cool, never seen it done before. But the player obviously moves along 2 different axes. You could argue it's rendered in 1d, but an actual 1d game would only have 2 movement options. Forward and backwards.
3:27 Wow, that actually 3d, but optimized!
Basic people - 1D
Me - 3D lines
It feels like a 2d game with a rendition of a 1d line as it's display. I was hoping for something like a game where you rearrange colored points that make up a line or one where the display is the color in front and behind you and you had to change your position on the line depending in that... But I would have no idea how to make that fun. It's pretty cool though and does meet the stated criteria.
Now I'm imagining how Mario goes through his worlds in the 2D games and how he just sees a stack of colored pixels with no width. That would be hell.
not if its all youve ever known
@@Green_Bean_MachineBut the actual creators made it canon that Mario had a transition from 2d to 3d
This is honestly pretty cool! The controls feel a bit floaty like your driving a hover car or sliding around on ice which is a pretty cool little effect
My friend actually made something like this too! He said he was wondering how to make a 2d game with a 1d view, and finally figured it out after a really long time. It looks exactly the same as this, and even uses raycasting too! I'm gonna send this video to him and ask if he took inspiration from this...
3:40 this is how early 3d games were made.
You made simplified doom my friend.
really nice but I have one suggestion: while in the game you have no way of knowing where you are where your going and stuff like that. I think a cool feature would maybe be a campus pointing towards where you need to go? it will let you know where your trying to go so your not just walking randomly hoping you get lucky and give a reference point.
my best is level 6
If this is 1D then Wolfenstein and Doom must be as well since they work mechanically exactly the same. This is a 2D game with stretched 1 pixel tall graphics.
so basically a first person game in 2D. I like it... Having played the game now, I want to give a little bit of feedback. In a game that's already disorienting, I dont think the gradual deceleration is necessary, at least not to *this degree.* I guess it makes the game feel smoother, but I think you should dial it way back. It should feel like when you stop pressing forward, you stop near instantly. If you want to make it feel less robotic, then sure, give it a little bit of deceleration, but as of how it is right now it feels like youre on ice. Also a bit of story, and designed levels might be nice. Then again, I get it this is an experiment.
YES. bit of decelaration, abosutely fine. but JEEZ its way too much right now.
This was utterly fascinating! I fell in love with the concept, wow. It got me thinking: in a truly 1D space, the first-person view of a 1-dimensional being would be a 0-dimensional "screen". What the hell would that even look like? A solid color? I think it would make some sense. No horizontal nor lateral information. Now the question is, could a 0-dimensional display even be used for gameplay at all?
Maybe I should give it a try someday, heh.
Yeah, you could have two pixels/ dots: one for ahead and one for behind. Might need to use a lot of colours and sound effects to actually carry some information.
And bcos sound is pressure waves that fluctuate forward and backward, sound could definitely exist in 1d. And photons are so small and quantum-wibbly-wobbly that they could probably also carry colour information in 1d world...
I turned a 1D game into a 2D game that looks like a 3D game on scratch.
A 1D game in a 2D screen that looks 3D thanks to the fog effect and "3D effect" Which really just bumps it up to 2D, just not the traditional axis you'd think of of 2D.
I love when devs think out of the box. This game is piece of art.
After the procedure you're either left with "I can't tell if I'm dead", or "It sure is yellow out here today!" * Gasp! * "Something moved somewhere . . ."
- Sam O'Nella
the enemies look kinda scary in 1d perspective ngl
FR THEY ARE FUCKIN MOVING PILLAR
Cool concept, really interesting to understand how depth perception works both in games and in a 2 dimensional environment.
Sidenote and out of left field, but I didn't find the texture pack for that minecraft clip in the source, just looked cool.
One tip for the game would be to make an extra version of 3D where the two images are placed next to each other, and you can cross your eyes until the images overlap to get the same affect.
You could also make 2d game but instead of your vision being horizonal, your vision would be vertical. The movement could be in the height and forward direction instead of the sideways and forward directions.
With his explanation of that game being 1-dimensional, what would a 2D game look like? Minecraft?
@@KittenKatja no
@@KittenKatja with depth, a game is actually 3d
@@gunk3407 Why didn't you put both of your messages into one singular message?
Depth doesn't increase dimension count. xD
Or do you think all the 3D games are actually 4D?
@@KittenKatja we see in 2D, but we are in a 3D Dimension, people in a 4D Dimension would see in 3D, just like people in a 2D Dimension would see in 1D
I challenged myself and never turned on the 2d display. I was surprised how quickly I was able to get myself used to it. I think if I was able to decrease the height of the 1d display, it would have made it a lot harder
If 2d people see in 1d and 3d people see in 2d, then what 4d people see is incomprehensible to the human mind
jup
4d people would see in 3d
1D is just a “dot or a line” technically. It’s the only thing we know that can describe the first dimension.
Yes.
3D: Three-dimensional Cartesian plane, with X, Y and Z coordinates.
2D: The traditional Cartesian plane with X and Y.
1D: A Cartesian plane that has only X or Y.
I really enjoyed this video, and found both the concept and the execution interesting and well-done. I do have some thoughts on the technicalities of the game.
I took into account your reasoning for this being a 1d game, but I still personally consider it to be a 2d game, do to it taking place in a 2-dimensional world, and also having a top-down view, similar to that of platformers.
To me, a 1-dimensional game would be a line, but rather than being the eyes of a 2-dimensional character, it is a top-down view of the line that is the 1-dimensional world. Another way to tackle is would be to have a dot on the screen, representing the point of view of the 1-dimensional character.
Again, I want to stress that this is not intended to be criticism of you or the game, just my personal thoughts on the matter. Great video, great game!
this is not a 1d game. its only one dimension of view. so it can only have length, since you have length and height in that 1d view, it is considered to be 2d. 1d would just be invisible.
But you didn’t watch the video
In the video he says exactly that
I would perhaps argue that this could be called a 2d first person game, since the universe is 2d and the first person clarifies vs the typical 3rd person of 2d games
I expected a game in a 1-dimensional playspace, rather than just a first person perspective of a 2d playspace. I was interested in how you’d handle things…
But a game on 1 fixed axis would be terribly boring, like the only thing you can do is a depth effect on 1 pixel (no matter how big) and a control to go to or away from it.
Now that i think about it you can make the player interact with it so it can disappear, change color or move (communicated by depth effect) so you could make a sort of no connection dinosaur game (i just mean you constantly move in one direction) in witch you interact with obstacles to show the next one (for example break them with a different input for each color, like press space for blue and press x 4 times for red).
This must already exit and we just don't think about it as being "a 1D game" at all... like a "click the color when it appears" type of game
Try Kingdom New Lands, a game with 1D playspace.
Honestly, I think most people who clicked the video expected that. I know I did. So yes, it could be disappointing to see that half of the video is just trying to defend the flimsy argument that the game is "1D" (which would inevitably imply that every FPS in the market is 2D; and the video tries to account for that, but none of the arguments held up), but then again, this is RUclips.
It would be more honest to say that calling it a "1D game" is just for generating more engagement, and that's fine. But someone up there gave the much more accurate description of a "First person 2D game". That's _exactly_ what this is, which is already super interesting. But the title really suggests that the game is _conceptually_ 1D, and that's just not the case.
1D enemy isn't real, they can't hurt you.
1D enemy:
This is damned clever. I thought it was impossible until he explained it. Very impressive.
As much as you insisted this game to be 1 dimensional, I feel I need to put my two cents in.
This is a 2D game in the truest sense of the word. We are playing as a two dimensional character, living within a two dimensional plane, with a one dimensional view. We don't call our existence a "2D experience" for viewing through a pair of 2 dimensional lenses - which you help emulate through the red/blue effect.
The majority of "2D" games on the market are infact three dimensional - there's a background to look at, put against an object's 2d 'insides', for us to perceive perpendicular from there. Imagine that - your face projecting inside yourself, outwards from the monitor you exist within! And that direction would have a W depth greater than 1! That would be 4th dimensional.
If only we could look at that direction in Miner, eh?
I agree, I honestly wasn't buying the 1D thing. This is basically just first-person Flatland. A two-dimensional eye could only see horizontal light rays, which is exactly what he's simulated. A one-dimensional game isn't anything at all really. At most you'd maybe be able to see a single ray of light but even that's stretching the definition. Realistically 2D cannot exist because you NEED some amount of 3rd dimensional definition to exist at all.
I think the issue is that he's conflating perspective, graphics, and the inherent 2D of a screen with physical concepts of dimensions. Mario can only move in two dimensions on a 2D screen, yes, but it's implied to be truly 3D in reality.
If he wanted to be accurate and applied this vision system to Mario, we'd see something very similar, just vertical instead of horizontal. What he's created here isn't 1D, it's instead a truly 2D game, including vision.
@@TheGeekRex then, what your saying is, is that in order for a 1D game to exist, there would have to be a 0D?
@@morphalta2074 I mean, it isn't necessary to display a 1D game in 0D. We could display a game with a 1D world in 3D if we wanted. (If the game world's dimension is what matters)
One example I can think of would be 1D chess. Not sure how it's played but you essentially have a 1 wide chess board.
The pieces are still 3D (or 2D, depends on your chess set/program) but the game world is 1D. Pieces can only move on one axis, forwards and backwards and no two pieces can inhabit the same spot. (Though that last point isn't really necessary since we can make 3D games where things are in the same spot without having to call those 4D.)
He's calling it a 1 dimensional game because of your vision, not the world you live in. Yes, it's a 2D world, but 2D creatures would see in 1 dimension which this games simulates. It's also obviously a non-perfect simulation with slight creative liberties because it still has to be playable and enjoyable. It's as close as he wanted to get to 1D vision while still working as a video game and to educate on how life would be as a 2d creature. I quite like it. --------- Obviously if you nitpick it, yes, it's not a true 1D game and obviously the world you live in is not a 1d world. He explains all this in the video. Also if the world was a 1d world then I can't imagine you'd have any vision at all, from my very, very limited understanding of dimensions, i think you can only see 1 dimension less than the dimension you live in. Meaning 3-dimensional creatures can only see 2 dimensions at most and 4 dimensional creatures can see in 3d. The 3d glasses feature was needed to have better vision as a 2d creature into a 1 dimensional vision just like 3d creatures who have 2 eyes can use it to better see 2d.
This is basically just a first peson 3d game that has been flatten and turned into a line (1st dimension) and the mechanic is just like a 2d maze game.
Living in a 1D world is scarier than my cookies molding.
2d
@engineer gaming They're right tho
_🗿_
When I first saw the enemies I was first startled and terrified. The dark rooms add to the effect of horror. I will not play this game, but very cool concept
Backgammon is an example of a 1D game rendered in a 3D world. If you can move left and right and forward and back, it's not 1D.
i feel like this concept would actually make a good horror game
It already is a horror game tbh
Perfect Job for demonstrating how A 1D game works. Okay I have a Question. In 2D world we can perceive 1D. But what if it Actually is 1D. What will we see then. A Dot dimming and brightening?
I mean there's no way to actually know afaik. We don't actually know how 2d life would see, so I just used a line to represent what it's field of view, but it's just an analogy. If I wanted to make a game that takes place in a 1D world I probably would just represent the player's view as a square or a colored dot. It would probably be a pretty boring game though lol
@@Mashpoe haha. You are definitely correct. A dot or point is super boring to be played with. LOL
Thanks for the Reply. Mate
@@Mashpoe I think you could make a 3d game that's at least semi-interesting
You could actually have multiple styles of 1d too
Like survival, puzzle, maybe even more
I'll think about it more later
I think a 1d game would make 1 pixel flash different colours and maybe make sounds when you press a button, colour and sound are the only things that are not restricted to size i think
In a first person zero dimensional game, the display would be (-1)-dimensional, and therefore consist of nothing.
1:23 oh my, it scared me!
3:44 backrooms moment
It is a 2d world since you made the far away tiles be darker, meaning you include the aspect of distance in your game, so the game now has longitud and width
its 1d ...
Well yes it's a game with 2d world and 1d-ish view, i guess
@@victoriamacarthur8906 I guess that means call of duty is a 2-d game 🤡
its a 2D world but a 1D game. Pacman is a 2D world and a 2D game.
@@awsomebot1 the game isnt 1-d, the view is.
I'll say it a 3D because this is literally "DOOM" in extremely low graphics.
But by technicality, it is a 1D just like that Zelda game you mentioned.
It's interesting how spacial awareness is very difficult at first and once you begin to imagine a 3D room it becomes less difficult. Would being able to imagine a 4D room help navigate a 3D room, and what would 4D spatial awareness be like?
Apologies you posted this a year ago but im unhinged and insane.
But if you use the theory that our perception of the 4d space trickles through as time and gravity, then the conclusion could be taken that the understanding of Where You Were, Where You Are Now, and Where You Will Be are a 4th dimensional awareness that assists in navigating a 3rd dimensional space?
3:47 backrooms 1d
Oh nOoOOooO! ThE BlACk PixEL iS ChASiNg mE!
Scan your game with a walmart bar scanner 💀
4:12 maybe the real backrooms is in 2d
Yea
Just tried it out. This is, at it's core, a corn maze / hedge maze simulator. I feel the render distance and field of view could be increased a bit. I'm not sure if the striped walls are needed as a smooth gradient should work just as well
The walls with different colors represent the shading of distance
Very cool, I saw a video animation about this kind of thing but I thought there weren't enough 1D examples. Now I get to interact with it!
So now we can play a 1D game on a 2D screen in a 3D world...
On a 4d universe
Should just be called 2D 1st Person game.
But maybe 1D works better for clicks, and it definitely is a cool concept :)
bro your game is actually amazing... If you put the 2d preview off you get a scary sensation and its so cool!
this would be an epic horror game
It’s easy for people like me to relax their eyes and superimpose stereo images over one another. Not crossing my eyes but looking at two slightly different images as if I’m looking far away. I get a great 3D effect from it. It’s basically how magic eye works. So, you should put that option in.
the 1d world looks like the backrooms ngl
Not the purple pillar of death! Luckily, I have a gun that shoots WHITE pillars of death! Take THAT!
Very fun concept too. This would be cool if it was expanded upon