INITIALIZING...
DEV LOG
Design a wave, then ride it. The wave you sculpt is the level.
Target feel: SSX3 meets
Dolphin Olympics on a 1980s California sunset. Tune the swell, drop in,
chain tricks for 60 seconds, beat your best.
Wave simulator
- Slider changes ripple outward from the origin (causal epoch model)
- Two wave sources — each independently radial or planar
- Reflective wall boundary with adjustable energy coefficient
- Interference between wave layers — cross-swells, ripples-on-swell, etc.
- Support more wave types beyond Gerstner (plunging, spilling, reef break profiles)
- Custom wave editor — draw your own equation
Game feel
- Locked controls — A/D carve & spin, W/S thrust & flip, Shift pump, Space jump/grab
- Pump rhythm — Shift while sloping downhill builds energy, mistimed drains it
- Real wipeouts — bad landing alignment or nose-diving costs the run's combo
- Tube ride detection — riding under the curl scores fast and bumps the multiplier
- 3D surfer mesh in 80s palette — yaw spins, pitch flips, lean carves all visible
Arcade loop
- 60-second time-attack run with end-of-run summary
- Combo multiplier x1 → x20 with decay on idle, reset on wipeout
- Final-wave 2× multiplier in the last 10 seconds (amber tint kicks in)
- Procedural buoy gates spawn ahead of the surfer; clearing one bumps the combo
- Score popups — "STOMPED!", "TUBE!", "GATE!", "+360!" floaters in world space
- Per-wave-config high score — tweak the wave, fresh leaderboard slot
- Juice — screen shake, slow-mo on lip launches, speed lines, vignettes, WebAudio SFX
Next up
- Multi-angle pixel-art surfer (8-frame yaw cycle) — true California Games look
- Wave-as-level: score-potential preview while editing (avg steepness, tube probability)
- Ghost replays — race your best line on the same wave config
- Shareable preset URL hashes — riff on each other's waves
- Marbles drop button (latent in TODOS.md) — visualize the wave shape