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

tinywind.io

71–80 of 204 posts

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

#71
sails perpendicular to the wind for full power? my sailing experience is dated, but that does not seem to be right to me. Don't they want a lower angle of attack? is this a specific of square sails? maybe I am not getting it in the docs

Still, very fun!

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

#72

[flagged]

This game is more Golden Age of Piracy piracy than Barbary Corsair piracy -- in fact, many pirate crews engaged in proto-democracy (well before it was fashionable!) and flatly condemned slavery. 1) https://en.wikipedia.org/wiki/Governance_in_18th-century_pir...

[flagged]

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

#74

If you have real wind physics, might as well apply realism to turning as well, so that ships can't turn in place. Rudder should only work with applied speed.

Realistically, ships should tip over if you turn you broadside into the wind with full sails.

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

#75
post #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 o…

Oh wow thanks for the great suggestions and kind words, glad you’re enjoying the game!

It’s funny, your ideal scenario is almost exactly what I have in mind for the first PvP map coming soon, a slower predetermined map with historic factions/safe zones and ofc lots of combat with bots or people

I can definitely revisit the trim and responsiveness. Buried in the settings in ship logs you can move the wheel to the other side, need to make that more accessible

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

#76

sails perpendicular to the wind for full power? my sailing experience is dated, but that does not seem to be right to me. Don't they want a lower angle of attack? is this a specific of square sails? maybe I am not getting it in the docs Still, very fun!

I’m not a sailor at all my I just demo’d this for my dad who is. He had similar feedback

I need to sit down and do a sailing mechanics audit to find a good balance between arcade/realism, I think a beam reach is supposed to be faster than downwind. But my angle of attacks could be more accurate especially for upwind sailing?

Here’s currently how tinywind does it if anyone’s curious:

https://tinywind.io/wiki/sailing#point-of-sail

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

#77

Very cute aesthetic and reminiscent of Pirates! I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.

What a flattering comparison! I’ve gotten so many requests for an auto sail trim I might have to add it in, there definitely is a bit of learning curve to battling with the wind

a middle approach could be a trainer mode where you can say your desired direction of travel and the game gives you a suggestion of heading + trim. think like the driving line in racing sims, it doesn't brake for you but it helps you develop intuition of what to do when. a oldtimey map line drawn on the ocean to show where when to tack at what angle would be so nice. especially for the longer hops between islands.

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

#78
post #74

If you have real wind physics, might as well apply realism to turning as well, so that ships can't turn in place. Rudder should only work with applied speed.

Realistically, ships should tip over if you turn you broadside into the wind with full sails.

Beam reach is typically ideal, and the keel will keep the ship from overturning
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