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TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

tinywind.io

21–30 of 204 posts

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#21
This brings back some memories! I used to play the Ancient Art of War at Sea on my dad's Mac Plus as a kid. Having never sailed, it was fun to learn about tacking while trying to broadside spanish galleons. Years later, I lied about my experience to convince a resort to let me check out a tiny catamaran. I made it back to shore!

One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.

I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#23
the control layout is a bit awkward on mobile. i find myself wanting to adjust both heading and trim continuously, but both controls are on the right so i cant use both thumbs. then the buttons to fire/ board are fiddly. tbh almost gave up then tried with keyboard and saw how it was supposed to go.

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#26
post #21

This brings back some memories! I used to play the Ancient Art of War at Sea on my dad's Mac Plus as a kid. Having never sailed, it was fun to learn about tacking while trying to broadside spanish galleons. Years later, I lied about my experience to convince a resort to let me check out a tiny catamaran. I made it back to shore! One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver o…

I need to check out that game, I’ve sunk countless hours into the 2004 Sid Meiers games. Also lying to sail a catamaran successfully back to shore is such a pirate thing to do :) you’re ready for TinyWind

Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)

Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#27

Earlier quoted context omitted.

Lmk if space to fire and shift for map makes more sense I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.

Shift doesn't make sense as a main key almost at all tbh. Space to fire makes more sense than shift to fire Edit: Shift is a modifier key. Hold shift to go from lowercase -> capitals. In FPS games shift is walking -> running. In RTS games shift is "select one of these units -> select all of these units" I know your game doesn't have to follow these rules, you can do whatever you want. However it's worth thinking abou…

This actually makes a lot of sense to me. Never thought about shift being a modifier key from a UX perspective, I’ll likely make space to fire and move map to M because of this thread. Thanks guys!
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