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

tinywind.io

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

#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.

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

#113
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 othe…

This would be a different game but I'd enjoy just sailing around semi-realistic maps with realistic wind. I pixellated Hundred Rabbits simulator would be pretty cool.

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

#115
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 still quite fun. The games industry figured out long ago that realism and fun are often diametrically opposed.

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

#116

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.

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

#117

Earlier quoted context omitted.

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#p…

Have a look at these [1] polar diagrams for tall sailing ships. The radial distance from the center is the theoretical boat speed and the angle is the direction that the wind is hitting the boat, with zero on the nose and 180 from the stern. Each plotted line is the boat speed for a given wind speed. They show how the square-rigged ships can't sail upwind any closer than 55 degrees or so and are fastest on a broad re…

Interesting for reasons unrelated to TinyWind: What are the numbers on the left edge, boat speed in knots? Also, from what place and time is the technology on which these diagrams are based?

And what is this forum that unfortunately I can't read? Who made these diagrams?

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

#119
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 still quite fun. The games industry figured out long ago that realism and fun are often diametrically opposed.

As a rule, combat in game does not interest me.
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