Live data from Hacker News

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

tinywind.io

131–140 of 204 posts

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

#132
post #82

Earlier quoted context omitted.

In irons should be a slightly negative number, since the wind drags the boat backwards at that point. Plus it will force the player to tack back and forth, which is a fun part of sailing. I bet A.I. can tell you the angle the sail ought to render at too (unless non-moving sail was part of the cartoon aesthetic)

I did that simply for arcadeyness and feel but I’m not married to it at all Giving the ship a slight constant forward moment felt nice and forgiving when testing, and user still has to tack back and forth to get meaningful enough speed to strafe a ship. But I’m definitely open to sliding the realism scale here

I would advise not putting "real wind physics" in the headline when that is not a promise you can deliver on.

There's nothing wrong with arcade, but when you advertise "real physics" people like me are going to expect, well, "real physics".

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

#133
post #112
post #92

There's a vague correlation between wind direction and sailing speed, but there's nothing real here. The mechanics of sailing upwind, downwind, or the cost of tacking are interesting mechanics that aren't explored here whatsoever. The dead angle on a ship with a square rig should be massive. This ship goes upwind like it has a motor.

Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'. Glad I know not to waste any time on it now, expecting it to be something it isn't.

It's really not fun to spend an hour going zig zag against the wind... That's why there is no sailing simulator I guess.

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

#134
post #112

Earlier quoted context omitted.

Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'. Glad I know not to waste any time on it now, expecting it to be something it isn't.

It's really not fun to spend an hour going zig zag against the wind... That's why there is no sailing simulator I guess.

There are plenty of sailing simulators (e.g. Windward), just none featuring large square riggers. In any case, my beef is more with the misleading headline.

If a game advertised "real weapons handling", and it turned out to have infinite ammo with no reloads or shell drop, wouldn't you feel a bit lead on?

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

#138

Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. I don't think you can even heal the ship unless you happen to stumble upon just the right treasure. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode. EDIT: After playing around some more, yea it feels less like an action game and more like a "saili…

I thought it was quite the opposite, too easy. Your ship recharges health. Also you can claim and island and heal there. It's so easy to the point it's actually boring, I got 10 kills before I quit, never got close to dying. Hell you can even claim an island, sit there in healing-mode, while shooting down enemy ships that don't heal... A difficulty slider is a good idea though.

Yea, the difficulty seems to hinge on whether or not you manage to capture an island. If you do, then you can heal your ship, at which point I agree with you--the game becomes super easy. If you fail to kill three enemies (prerequisite of capturing an island), then it becomes a "sail around at zero health" game.

A "difficulty" feature could just be a toggle: Start with a claimed island, or start with no claimed island.

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

#139
post #112
post #92

There's a vague correlation between wind direction and sailing speed, but there's nothing real here. The mechanics of sailing upwind, downwind, or the cost of tacking are interesting mechanics that aren't explored here whatsoever. The dead angle on a ship with a square rig should be massive. This ship goes upwind like it has a motor.

Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'. Glad I know not to waste any time on it now, expecting it to be something it isn't.

This thread is firewood splitting sim 2.0.
Post reply on HN