TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)
tinywind.io
tinywind.io
In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...
Edit: you should add a race/regatta mode!
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
I’m prly not the targeted audience, sailing for more then 30 years.
Glad I know not to waste any time on it now, expecting it to be something it isn't.
I guess nowadays anyone can support their skills with AI and make a game in weeks vs months so he should copy paste ur idea with his mechanics and see which one gets more popular. See who will win.
If a game advertised "real weapons handling", and it turned out to have infinite ammo with no reloads or shell drop, wouldn't you feel a bit lead on?
Valheim was a blast.
[1]: https://www.sailrhythm.com/
[2]: https://store.steampowered.com/app/794860/eSail_Sailing_Simu...
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!
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.
I do this to a certain extent for galleons on the Spanish map but should update the rest too
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 other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)
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
EDIT: After playing around some more, yea it feels less like an action game and more like a "sailing around with nearly zero health" simulator.
A difficulty slider is a good idea though.
A "difficulty" feature could just be a toggle: Start with a claimed island, or start with no claimed island.
Shift fires.
I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.
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 about what "language" each key on the keyboard is speaking when you want to use it.
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
If it's only a few buttons anyway you can just show them somewhere as hints while the user isn't giving input or until they used then.
Eg just show a "m for Map\nspace to fire" until the user used each, hiding them each when the m/space is used respectively for that session (session storage so it shows up again if the user comes back later)
You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.
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 ships above my ship, so i can see if i'm winning or losing a cannon exchange like in a rts game. Or at least someplace more convenient to quickly glance at nearer the center of the screen.
Very fun game by the way, well done! Scratches the nostalgia itch of 'Corsairs Gold' for me.
An operator fixes this forever by turning off that "enable Sticky Keys" keyboard shortcut. I've not used Windows 11 or Windows 8, but in every other version that had the Sticky Keys feature, I remember there being a prominent "Don't enable Sticky Keys when you press <whatever> X times in quick succession" checkbox in the dialog that let you configure Sticky Keys and related accessibility things.
Over the years, I've seen so many videogame streamers get screwed over by the "Activate Sticky Keys??" dialog pop up that it became pretty clear that they were all keeping it in reserve for the entertainment value. Maybe regular folks get so flustered by it that they don't bother to read the system dialog that pops up.
https://github.com/ChoGGi/RegistryTweaks/blob/master/Tweaks/...
The wind teller is OK but instead of a line ending with a circle it could be an arrow. Furthermore there is need to have it turn around the center of the teller. It can turn around the center of the arrow and be twice as large or take half the space.
The wheel is confusing and should be removed. I spent minutes attempting to turn it before realizing that I was turning the ship by touching the water where I wanted the ship to go. I know where the ship is headed to (I look at the ship) so the wheel is taking space on screen and cpu for no reason at all.
Every few minutes, maybe 10, a page of instructions opened in front of the game. They were always different. I don't know if I pressed a button or if it's a training mode. The problem is that it happens out of the blue and it's not welcome.
I didn't notice any indicator of how many cannonballs I have left.
The black cannonballs on blue water are not very visible. I also noted 4 circles in the water in front of the ship when I fire. What are they?
I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)
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!
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 totally get if people primarily play with two hands on mobile it makes sense to default wheel to the left
Edit: r for [un]furl sails [0], also <shift> apparently fires
Seriously it would be something seaworthy. Huge success viral probably
Still, very fun!
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:
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
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!
You are of course free to make your game however you want, but false advertising doesn’t help anyone.
I hope you enjoy the bad reviews from people who expect something and don’t get it.
[1] https://forum.zegluj.net/download/file.php?id=23628&mode=vie...
And what is this forum that unfortunately I can't read? Who made these diagrams?
One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.
I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.
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
In that mac game, there was a tradeoff between speed and the number of cannons / health too
Running on Linux Firefox.
A couple very kind redditors have reached out to develop in game tracks so stay tuned
If you need help building a backend for it to be multiplayer, please email me and I'd love to team up (sssilver@gmail.com), I already have something that would help.
I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.
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.
I'm guessing the decision is about making a online leaderboard?
Feedback..
1. show keyboard mapping on the touch controls (for desktop / laptop users ideally)
2. Make wind indicator much bigger and centrally located
3. Make cannon cooldown much bigger and centrally located
Gusts is another way and you could have storms! Maybe you do already but I didn’t encounter them.
One gotcha/ask: Can you somewhere show the keyboard controls? Maybe in the overview, once I hit the space bar? Took me a while to figure things out,
I also really like the option to immediately jump into the game without first having to log in or so!
How long did it take you to get this up and running, if I may ask?
This is impressive!
Will buy the game later on, especially as it's only $5 - I guess that's a latte in the US these days?
Only confusing part is healing, I don't know my health or how much healing I need to be back to 80% or something close so I can get back into battle.
Also healing takes forever.
Oh my, it wired up its own autopilot and is wrecking havoc now.
this.state.treasureEffects.cannonCooldownS = 0
Then you can easily cheat.
Is there any way around this?
Good luck on your pixel adventures, love to see what you build!
As a sailor, I love seeing ads or other random imagery of sailboats that's clearly photoshopped, with sails in nonsensical orientations or completely backwards with things like flags or hair blowing in the wind.
also, I need a fucking windvane, dude, please
basically, what this guy said: https://news.ycombinator.com/item?id=48546879
The illusion (and thus the game) is ruined if you actually know how sailing works. I’d prefer something more realistic, which would make it more strategic- this is just a motorboat simulation with visual-only sails
Any dev(b)logs for it? Always curious how these games handle multiplayer and what engines/stack they use.