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tinywind
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tinywind
3mo ago
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!
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tinywind
3mo ago
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 fe
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tinywind
3mo ago
Gusts and regional storms on the map are a great idea! I’ll be adding those in
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tinywind
3mo ago
He’s been harassing and insulting me in multiple threads for trying to learn how I can push the realism on my wind physics!
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tinywind
3mo ago
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
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tinywind
3mo ago
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 els
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tinywind
3mo ago
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!
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tinywind
3mo ago
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
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tinywind
3mo ago
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
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tinywind
3mo ago
Thank you, yes! We’re planning a steam release soon where we would add controller support on launch
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tinywind
3mo ago
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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tinywind
3mo ago
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:
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tinywind
3mo ago
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
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tinywind
3mo ago
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
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tinywind
3mo ago
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
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tinywind
3mo ago
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 sta
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tinywind
3mo ago
Thank you so much! One of the best compliments I can get, I’ve sunk hours into 2004 Sid Meiers pirates
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tinywind
3mo ago
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 t
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tinywind
3mo ago
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 s
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tinywind
3mo ago
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 sprite
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tinywind
3mo ago
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
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tinywind
3mo ago
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
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tinywind
3mo ago
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 faction
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tinywind
3mo ago
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
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tinywind
3mo ago
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
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tinywind
3mo ago
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!
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tinywind
3mo ago
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
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tinywind
3mo ago
Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
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tinywind
3mo ago
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!
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tinywind
3mo ago
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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