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.
TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
141–150 of 204 posts
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#142Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#143Earlier quoted context omitted.
Lmk if space to fire and shift for map makes more sense I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.
Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast. Spacebar was my instinct for fire key as well. For map it would be 'M'. Whichever you choose, please consider displaying the controls inside the game, at least during the setup screen, don't make the user search for controls in the wiki. :) Also the hp bar below the minimap is a bit weird, would expect it the same as enemy shi…
https://github.com/ChoGGi/RegistryTweaks/blob/master/Tweaks/...
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#144Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#145Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#146There'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.
Always trying to find a balance of realism vs arcade feel on the gameplay. Let me know how you would handle sailing upwind/downwind instead, always love more suggestions!
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#147Earlier quoted context omitted.
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".
My big effort has been finding tasteful compromises to keep a “real” feel but still simple enough to not be frustrating and put away the game. Hope this helps!
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#148There'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.
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#149Earlier quoted context omitted.
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".
Hi Tyler, realism and arcade-feel doesn’t have to be a binary thing. My big effort has been finding tasteful compromises to keep a “real” feel but still simple enough to not be frustrating and put away the game. Hope this helps! https://tinywind.io/wiki/sailing#point-of-sail
You are of course free to make your game however you want, but false advertising doesn’t help anyone.
Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
#150Earlier quoted context omitted.
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.
This is an amazing idea, definitely going to explore this! It could even prompt you to cut upwind and dive ships effectively, there could be a lot of depth here
while i have you... what does the bounty hunters thing do? i see it pop up but then nothing really happens. i keep expecting like 5 ships to try and hunt me down but nada.