Live data from Hacker News

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

tinywind.io

181–190 of 204 posts

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

#181
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.

Thank you, yes! We’re planning a steam release soon where we would add controller support on launch

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

#182
post #149

Earlier quoted context omitted.

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!

Ok, now go you’re just being obnoxious. This is childish behavior and unbecoming.

I hope you enjoy the bad reviews from people who expect something and don’t get it.

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

#183

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…

This is really useful, thanks! I’ll be making a sailing realism pass next week and will try to update it to reflect the square rigging dynamics a little better

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

#184
post #172

Earlier quoted context omitted.

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 t…

Thank you so much, that function is so simple! I’m going to be updating the sailing realism in a future patch and will be sure to update the sail turning constraints.

I do this to a certain extent for galleons on the Spanish map but should update the rest too

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

#185

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

Realism and arcade are not exclusive but I also would say that the headline saying “real wind physics” is misleading. I was disappointed to see that real they are not.

Totally heard, this game is still in early alpha and I’ve been updating the sailing dynamics week by week. This thread gave me a lot of valuable direction to push the realism more. Thanks for checking it out either way!

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

#186
post #182

Earlier quoted context omitted.

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

Ok, now go you’re just being obnoxious. This is childish behavior and unbecoming. I hope you enjoy the bad reviews from people who expect something and don’t get it.

Hi Tyler this game is in early alpha, we’re still changing physics and simulation dynamics week by week. This is not a final state. Unfortunately you’re not able to have a nuanced conversation and provide actual feedback unlike everyone else in this thread. Hope you have a good day!

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

#187
post #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

Thanks! I just learned that and now feel stupid, lmao.

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

#188
Love this -- and plays great on desktop and mobile. I am making a different sea-faring game focused on merchant trading in the age of Marco Polo, would you mind if I asked you a few questions to compare notes on sailing and 2.5D graphics? is there a way to DM you.

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

#189
post #153

Earlier quoted context omitted.

Wow you should really demand your money back!

I’m confused, is this HN or enforced groupthink?

ITT: complaining about free passion projects is the only way to avoid groupthink
Post reply on HN