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Super Chair Riders

A 4-player local multiplayer brawler where players ride office chairs across a classroom map. Built in Unity with wall-kick propulsion, and area occupation as the win condition.

Overview

Super Chair Riders is a 4-player local multiplayer brawler completed by a team of 4 in Fall 2025. Players ride office chairs as unpaid interns, navigating a classroom-themed map through wall-kick propulsion, melee kicks, with area occupation as the win condition. The game is structured in two phases: a 4-minute Collect Phase for picking up ability items, followed by a Sudden Death phase where the map continuously shrinks and carried items carry over. I was responsible for game mechanic design and the implementation of the weapon and item systems.

Image

主视觉封面:4名玩家在教室地图中混战

Wall Scoot 蹬墙弹射演示

Problems Addressed

  • Local multiplayer readability: Four players share one screen, so state feedback and visual differentiation must remain clear in chaotic fights.
  • Physics-based movement feel: Chair movement uses impulses instead of direct translation, requiring careful tuning for both weight and control.
  • Wall Scoot detection: Kick direction and wall collision detection must stay accurate across different movement speeds.
  • Tools carry penalty: Carrying more tools lowers movement speed, so risk-reward tuning must feel meaningful but fair.
  • Phase transition reliability: Item persistence and map-shrink logic must transition cleanly from Collect Phase to Sudden Death.

Solution & Implementation

  • Scoot charge system: Movement force is applied as a single impulse; charge duration maps to a capped force and direction locks on release.
  • Directional lerp smoothing: Facing interpolation speed is inversely proportional to current velocity, creating snappy idle turns and heavier high-speed turns.
  • Wall Scoot collision logic: A dedicated kick hitbox applies a force multiplier when contacting walls/stage geometry.
  • Weapon & item system: Pickup items provide distinct mobility/combat modifiers and persist through phase transitions.
  • Visual state feedback: Character tint and sweat particle density encode mail load without relying on numeric UI.

Tech Stack

  • Engine: Unity (2D + Physics 2D)
  • Language: C#
  • Input: Unity Input System (keyboard/mouse + gamepad)
  • VFX: Unity Particle System

Key Features

  • Scoot charge propulsion + Wall Scoot force multiplier
  • Speed-relative directional lerp system
  • Weapon and item pickups with cross-phase persistence
  • 4-player single-screen play with color-differentiated sprites + status UI
  • Two-phase flow (Collect Phase → Sudden Death)
  • Shrinking map boundary + area occupation win condition
  • Taunt system with Animal Crossing-style voice effects

Challenges & Tradeoffs

  • Single-screen readability: Unified fullscreen camera simplifies implementation but increases requirements for character/UI clarity.
  • Force-cap tuning: Charge and wall-kick force caps required repeated tuning to avoid out-of-bounds launches or clipping.
  • Cross-phase persistence: Carrying item state from Collect Phase into Sudden Death was the main technical risk.

Results & Impact

The project delivered a playable 4-player prototype for the course demo, including the full two-phase loop and visual feedback system. The core design evolved from racing to area-occupation combat, significantly increasing player interaction density.

Next Steps

  • Expand the item pool with more differentiated abilities to deepen strategy during the Collect Phase.
  • Improve single-screen readability through character outlines and HUD layout refinement.