MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

MERIDIAN CORE ONLINE

Meridian Core Online is a browser based MMORPG with a heavy emphasis on fighting and combat.

Blog

Lobby / Mission Setup

Starting to flesh out the Lobby / Mission system. Going to need a little reworking, but its starting to come along.I've reconfigured the existing lobbies, so there's "LobbyA", which is the lobby with the blue box to jump off of and is the same except there is only a door in the front and to the right. "LobbyB" (the red lobby) is now gone. When you go through the first door you now go to the new "LobbyB" which is really the old "LobbyD", with the vertex lighting. In this room I am enabling combat controls, so you can go in there to test attacks out for now. LobbyA disables combat controls, since its a lobby. LobbyB will also disable combat controls, but for now I left it in to test it. If you go through the...

Combat System Adjustements

Ok adjusted the combat system a bit. I have it so when in recoil mode, you can move around and reorient yourself before performing the next attack. Seems less clunky, and I like it. Also made it so you can reorient the camera to be behind you by pressing left shift, just like when you are in idle or run mode. This also helps make it feel less restrictive. Now to adjust the timing of things...
UPDATE - Also made it so you can reorient the camera, whenever, even while jumping. Believe it or not this makes the game feel really responsive, because it gives you more control on where the camera should be looking when you want it to. I like it. Ill post it online when i get home so you can...

Attack System Bug Fixes

Fixed the two bugs I was telling you about. First one was if you did the lunge attack thru the doorway, when you loaded a new level, it wouldn't reset the combo counter back to 0 so then your starting attack would be the second attack instead of the first one. Also fixed the combat palette (attack button palette) to accurately show when an attack is being done and when its ok to initiate another attack. The buttons go dark when its busy and light back up when its ready.Reorganizing a few more things in the back end and cleaning the attack code up a bit. So yeah, I think I'm going to make it so you can move while the attack is recoiling, and also change the timing of the attacks so they are...

Attack system – Kinda working

Have very basic animations in place now for attacks. You can try it out now. All the arrow keys are disabled except the left arrow. It's hard to tell where the combo ends but just keep mashing the left arrow and you'll cycle thru each attack. If you pause for too long it will reset the combo chain.
...

Still working on attacks …

Still working on attacks . . . I think I'm close to having the coding done. Then its just making quick animations to test them out with. It's proving to be a little more difficult than what I originally anticipated. My new thinking is to use normal code for the player movement, then use coroutines for attacks. Having everything as coroutines is fine, but it gets tricky when things need to interact with each other. And since coroutines operate outside of the main game loop, trying to keep the movement smooth and accurately detect key input proved cumbersome. New system seems to work good, just doing some preemptive bug squashing before jumping on animations.
...