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

I’ve been working on texturing the character model. Eventually the player will be able to choose from multiple skins, eye colors, hair colors, lip colors etc., but gotta take it one step at a time.

Here are some screen grabs of what I’ve got so far.

Character-Texture---Front-LegsCharacter-Texture---Hands Character-Texture---Front-ViewCharacter-Texture---Face Character-Texture---Back-View

Glow Effects!

So we have been looking into different techniques to implement glow in game. Some look pretty iffy but we decided to go with Glow11, which gives amazingly good results. It adds such a nice visual effect to the game. Time for glowy armor and weapons! :D glow-effect_01 glow-effect_02...

Image Effects Part 2

I worked on this radial blur image effect. Whats cool is it blurs the screen towards the direction the player is facing. I think we can add cool blur effects when the player strikes an enemy, or dashes in a direction, etc. Something subtle but effective to illustrate the motion / force the player is moving in. image-effects_4...

Image Effects

So I got the Occlusion Culling in place, as well as the image effects on the player camera. The bloom is a bit much, but it looks neato. We can tone it down a bit. image-effects_2 image-effects_3...

Occlusion Culling + Other Neat Things

So before we tried to use Unity's Occlusion Culling system, but it didn't really . . . work, very well. It was very difficult to tweak and there was quite a bit of overhead involved with it. (For those who do not know, Occlusion Culling is the process of hiding objects so they do not render, based on whether or not the player can "see" them. It's a great optimization technique, when it works) Well, it appears the guys at Unity have been updating the Occlusion Culling system and it works great now! So what does this mean? It basically means we can have more objects on screen at any given time but it will still perform as good as, if not better than what it was before! So this is exciting and should really help push...