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

tinywind.io

51–60 of 204 posts

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

#51
This is awesome! To offer some constructive feedback: the wind direction could be clearer. More particles flowing across the waters! Especially when the direction is changing. Looking up at the wind teller is unintuitive, even for this old sailor who understands where it comes from. I also didn't always feel like it mattered which direction I angled my sails, only how much I angled them. Like I could angle them for a port wind when in reality I had a starboard wind, and I'd sail just fine.

In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...

Edit: you should add a race/regatta mode!

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

#56

Earlier quoted context omitted.

Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise

I’ll be making this change! Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on

Space to me means fire.

You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.

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

#57

Earlier quoted context omitted.

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!

This will make it a lot more intuitive to play

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

#58
Great! I feel well positioned to say this is great :) I’ve been hoping for something like this.

My ideal: slower, more real time, full maps based on actual locations, replay specific naval battles. Multiplayer (maybe it is?), realistic fog of war. I could go on

Edit: a few more. Sail trim is clunky and seems unresponsive or unclear how it maps to physics. Would be better to have trim on one side and steering on the other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)

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

#59
post #56

Earlier quoted context omitted.

I’ll be making this change! Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on

Space to me means fire. You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.

I agree minimap on corner is ideal, but it does make it easier in a way
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