Chariot 2: Legacy – Physics Platformer Prototype

A 2D physics co-op puzzle platformer sequel prototype to Chariot (2014).

Project Goals & Pillars:

  • Expand the sequel of the first Chariot game into a multiplayer experience
  • Improve the physics gameplay mechanics from the first game into a more comfortable, smoother experience that can be enjoyed by a wide range of player skills
  • Create a vertical slice build to pitch to publishers that demonstrates:
    • An onboarding experience
    • Single player levels, multiplayer levels
    • Final visuals, art style and environment

What I accomplished:

  • Led design on the prototype to create a vertical slice of a sequel that is ready to present to investors and publishers
  • Storyboarded and wrote a sequel introduction that takes place right after the events of the first game
  • Designed and implemented an onboarding level teaching the player basic mechanics and an introduction to the second game
  • Designed and implemented 3+ levels with light difficulty progression that challenges the player’s mechanical execution and manipulation of the physics of the Chariot
  • Designed two version of each level: one version for single player and one for co-op up to 4 players

Overview of Project Evolution:

Basic platformer jump distance testing.
Added hook + rope + chariot swing test alongside platformer.

Testing integrating game world environments with mechanical challenges. Left: windmill. Right: scaling a house or building.

More testing challenges in levels with basic gameplay mechanics. Left: levers. Right: bridges.

Further sketches and level design brainstorming.

Final game prototype.
Adding More Depth into Multiplayer

Since the prototype was aiming to create a multiplayer experience up to 4 players, we explored evolving the Chariot into another form of vehicle that can needs to be controlled through the cooperation of many players.

Sketches brainstorming gameplay loop and level mechanic ideas for the blimp.

Initial prototype testing with the blimp and multiplayer.

Final Blimp prototype.

Storyboard Drawn for the Sequel Introduction Cutscene

The sequel takes off immediately after where the first one ends, where we follow the King ascending to heaven.

In the midst of his ascension, he has a few moments of considerations before he stops abruptly, claiming he changed his mind about leaving the material world so soon.
The sequel takes off immediately after where the first one ends, where we follow the King The King descends back down, much to the Princess and her finance’s dismay, and nonchalantly rests on his pile of gold.

“You kids didn’t think you can get rid of me so easily, did you?”

(Pretends he’s fine but is actually sweating from the fact that he almost disappeared into oblivion)
A generation worth of time pass, and the King calls upon his grandchild.
 
The King says he is now ready to leave, but because he missed his chance of natural ascension, he must be taken to the boat to Afterlife.

The grandchild takes him to the dock, where Charon organizes souls to be put on the boat.
The King wants to take his riches with him, but Charon tells him no, the boat cannot possibly carry all that gold.

In Karen fashion while Charon looks away, the King orders the grandchild to push the chariot onto the boat anyways causing it to collapse.
A furious Charon sentences the King to collect all the souls left behind since the collapse of the boat has put him behind schedule. Thus, begins the journey of the King through the land he once reigned, journey to his character development, learning true humility etc.