A web-based "surf" game to help newcomers learn the moves and allow old-timers to enjoy some in-browser surfing!

Surfing is a game format that arose from Source Engine physics "bug" that enabled fast, flowy movement across sloped surfaces. Dedicated servers and maps were created in games like Counter Strike and Team Fortress to exploit this mechanic. Surf_yosemite began as the final project for Agential Worldbuilding, a class I took through the School For Poetic Computation. I wanted to explore the "high-place phenomenon", that feeling of wanting to jump from a cliff or mountain. Of course, the goal isn't to fall, it's to fly -- or, better yet, to surf. The character begins at the top of Half Dome, in a 3D scan of Yosemite, and is able to explore the valley through a variety of routes.

-----HOW TO SURF-----

On a sloped surface, use the A and D (or the arrow keys) while facing forwards to move laterally into the prism face, creating a sliding effect that propels you forward. This movement is augmented by the camera direction, so be sure to adjust your camera and control the effect on your slide. DO NOT press forward or backwards while sliding, as that will counteract your momentum and cause you to slide off the prism. It takes some getting used to, but test out the tutorial and give it a go!

 -----CONTROLS-----

Movement: WASD or arrow keys

Mouse/Trackpad: Camera angle and movement aiming

Left click: Chat with birds

R: Restart

Space: Jump

Enter: Begin main game (when in Tutorial mode)

Special thanks to Viktor Timofeev and Blake Andrews for their excellent instruction. 3D scans of Half Dome (decimated in Blender) and Yosemite downloaded via Sketchfab.

Updated 5 days ago
StatusReleased
PlatformsHTML5
Authorshrubino
GenreEducational
Made withUnity
TagsExploration, First-Person, surf

Development log

Comments

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I love the act of surfing once I get into the surface - it definitely reminds me of my experiences surfing. On a practical level, I would consider including a button such as R to restart the scene (will cover next week if this is an issue). Or, I consider including some boundary checks - when your player falls off and hits the ground, maybe it can reset by itself? Just so its easy to replay right away. Also, try adding a bit of sound - even something simple - because the atmosphere that youre conjuring up is on top of a mountain so I imagine the "wind" that you would experience at such a high would be overwhelming.. i think it would for the player to get immersed a bit deeper. Also consider dropping the player onto the mountain from the start of the game - that way they can see the surfaces off of the mountain top - they are otherwise a little tricky to find without falling off! - V

My thoughts exactly! Restart, sound, and a more intuitive entry to the movement/gameplay are next on my list