Any dev(b)logs for it? Always curious how these games handle multiplayer and what engines/stack they use.
TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
121–130 of 204 posts
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#122Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#123This 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…
I’m prly not the targeted audience, sailing for more then 30 years.
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#124Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#125Earlier 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!
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#126This 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 lo…
In that mac game, there was a tradeoff between speed and the number of cannons / health too
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#127Great! 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…
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#128so we're not using "Show HN" any more?