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

tinywind.io

171–180 of 204 posts

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

#172
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.

Thanks for checking out the game! The correlation isn’t that vague it’s actually explicitly defined here: https://tinywind.io/wiki/sailing#point-of-sail 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!

E.g. on this link you can see a picture of how the yards on a square rigger would be set for each wind direction.

https://www.facebook.com/groups/patrickobrianappreciationsoc...

At no point should you (nor would it be physically possible to) set the yards in the direction of the ship. At most during sailing they would be turned maybe 45 degrees which would correspond to "close hauled" at which point you may be able to reach about 60 degrees from the wind direction.

Thus, a simple linear function that would show the optimal angle of the yards as a function of the wind direction (0 = wind straight ahead, 180 = wind straight from behind) could be something like f(x) = -3/8 x + 67.5.

And as a slight visual cue, please show the mast when it would be visible before the sails as well. I found that I was often confused whether I had the yards sheeted all the way one way or the other way.

Also I think it would be clearer to show the yard position indicator as 0 degrees when the yards are squared, that is perpendicular to the ship. Then sheeted to the maximum would be 45 degrees either way from 0.

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

#174
post #3

The 2 game modes are free to play in browser. Come join our 245 active captains, I’d love any and all playtest feedback at this stage!

Really want to play this with a controller. Seems to me that a joystick to steer and another to adjust the sail would be really intuitive. Aside from that really fun, looking forward to future updates.

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

#175
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.

The use of a ship's wheel to steer is also a little much. The manipulation of the sails had far more impact. The wheel was for fine tuning. Comming about took far more planning than simply spinning the wheel around. A realistic limitation would see a several second delay between large direction changes. And most ships during the golden age of piracy would not have had wheels, not until the 1700s.

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

#176
This is a really fun game, congratulations on releasing it. If I could make one suggestion - it would be awesome if you could use the mouse wheel to change the orientation of your sails rather than having to move all the way over to the right of the screen to use the slider.

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

#178

This is a really fun game, congratulations on releasing it. If I could make one suggestion - it would be awesome if you could use the mouse wheel to change the orientation of your sails rather than having to move all the way over to the right of the screen to use the slider.

It does arrow left/right or a/d for tiller and arrow up/down or w/s for sail trim. If you can manage using wasd, then r will [un]furl sails. I haven't figured out the cannon button yet if there is one.

Edit: r for [un]furl sails [0], also apparently fires

0. https://tinywind.io/wiki/briefing#sailing-the-ship

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

#179
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…

I doubt it has an "age of sail" mod, but there's this one: https://store.steampowered.com/app/794860/eSail_Sailing_Simu...

This seemed the closest, of quite a few! https://steamcommunity.com/sharedfiles/filedetails/?id=61053...

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

#180
post #149

Earlier quoted context omitted.

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

When you can sail. Square rigger directly into the wind, that’s 100% arcade. You are of course free to make your game however you want, but false advertising doesn’t help anyone.

Actually thanks for the reminder! I’ll be adding “real wind physics” to my steam page, website header, and other marketing material. Thank you!
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