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.
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
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
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!
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!
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
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!
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