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pedrosbmartinslast Sunday at 11:41 PM3 repliesview on HN

I'm working on a (somewhat) realistic surfing game. Tired of arcade-style games, I decided to try my hand at something closer to the real sport, focusing on realistic breaking waves, speed generation and carving, rather than impossible air combos.

After one year of development, it's going better than I expected, so I'm considering building a demo to gather feedback and see if there's enough traction for working towards a Steam release.

Even if that's not the case though, it's been a blast learning about game dev in Unity/C#, as well as 3D modeling and animation in Blender!


Replies

SolubleSnakeyesterday at 4:17 PM

Hi I'm a big surfer (or have been most of my life but doing less now at 40!) also building a mobile game in Unity/C# right now although it's not surf related like yours it's actually based on Chinese Wuxia cinema from 5 years spent in China. I considered building a surf one and was looking at potentially trying to 'gamify' a slightly different element of the 'surfing' experience which was to focus on predicting/catching and then staying on a wave at a busy break...so top down early GTA style graphics initially waves would come almost breaking in random spots in relation to previoius waves/sets, but never identical, and you'd have to kind of 'guess' ahead of other AI controlled surfers where to place yourself then paddle for position then try to dodge others on the way in....I thought it could be kind of fun in an arcadey way and not require so much of the physics you're describing, which is no doubt really hard to code...I'd love to see your game though!

ivanjermakovyesterday at 12:23 AM

I guess the trickiest part is fluid dynamics. Are you using a physics/fluid sim or handrolling your own?

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erelongyesterday at 2:21 AM

How's it compare to kelly slater pro surfing

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