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tinywind

Good that was the point! I don’t engage with bad faith commenters seriously, especially when we have so many helpful comments in this thread, hope this helps!
If you notice this is how the conversation went with every single other person who wanted more realism. Instead Tyler decides to call it false advertising, gaslighting, etc. absolutely mental breakdown from him instead of actually giving feedback. He comes across like he’s 10 years old haha

What he doesn’t realize is this game is only a month old in active dev, no one is trying to dupe customers I’m trying to learn what I’m missing. Obviously I can make some changes to push realism on the wind physics, and this will be updated.

Gusts and regional storms on the map are a great idea! I’ll be adding those in
He’s been harassing and insulting me in multiple threads for trying to learn how I can push the realism on my wind physics!
To be clear you’ve called me childish, gaslighting, a liar, and obnoxious for trying to seek advice in a thread :) this is the gut reaction of someone who is mentally unwell, hope you seek help for yourself
Hope you get the professional help you need Tyler :) no one is gaslighting anyone here, this is a learning experience for me to understand how I can improve my game to tighten the realism. You’re obviously here only to argue, you’ve commented multiple times about false advertising implying mal intent, it’s a very bad look and makes you come across as bitter and sad. Sorry to see!
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!
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!
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

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
Thank you, yes! We’re planning a steam release soon where we would add controller support on launch
Actually thanks for the reminder! I’ll be adding “real wind physics” to my steam page, website header, and other marketing material. Thank you!
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

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
Haha no it’s a funny story.

I’ve been building this since early May with active captains through the last month. I randomly noticed traffic from hacker news a few days ago, turns out somebody had linked tinywind in the comments there. Love to see other people in the space!

I’m also relatively new here so we’re learning on the fly. I’ve been heavily activate in pixel art subreddits early on for feedback and advice especially on the procedural generation. I’ve also found some great cheap pixel assets to get started from itch.io.

Good luck on your pixel adventures, love to see what you build!

Thank you so much! One of the best compliments I can get, I’ve sunk hours into 2004 Sid Meiers pirates
Maybe I should make it the default? When I play on mobile I only use my right thumb almost never trimming sails and steering at the same time.

I totally get if people primarily play with two hands on mobile it makes sense to default wheel to the left

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

Great suggestions here! I already have a streaming type flag on the Spanish galleons I could repurpose for the main user ship for better wind clarity

Definitely want to make an effects pass soon to improve visual clarity of the wind sprites and other basic things like cannon fire, hits, etc

There’s no sound/fx or music at the moment but we will be adding this soon!

A couple very kind redditors have reached out to develop in game tracks so stay tuned

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#point-of-sail

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 other side, need to make that more accessible

What a flattering comparison! I’ve gotten so many requests for an auto sail trim I might have to add it in, there definitely is a bit of learning curve to battling with the wind
I’ll be making this change!

Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on

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!
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 look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now

Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
Both game modes are against enemy bot ships right now

I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)

Thanks so much for submitting this earlier, we got a great boost!

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.

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