In the original Morbus melee attacks were kinda boring.
You would just hold down left click and you would keep doing the same attack over and over again.
I thought it would be cooler if there was variation between attacks, thus I decided to make a “simple” combo system for melee attacks.
How it works
A “Melee Weapon” is a prefab in the game engine.
The prefab has a component called “Melee Weapon” on it which defines the view model and some basic stuff about a weapon.
It also has three properties “Primary” “Secondary” “Special” attack. These are opener attacks, and the user hits the primary, secondary, or special attack hotkey then the opener is triggered.
Each of these attack properties must point to a “Melee Attack” component which contains data about what animation to play, the attack duration, hit windows, etc. These components also have a set of three “combo” properties for primary/secondary/special attacks.
If a player is not doing any attack, then hits the “primary” attack button we trigger the primary attack opener. If then they shortly hit the “primary” attack button again, instead of doing another opener, we see if there is a “primary” combo, if so then we do that combo.
Here’s how it looks in the editor right now:

What’s something I don’t really like about how this looks in editor is each attack component just says “Melee Attack” so it could get really easy to mix attacks up. I might try to find a solution to this.
How it’s looking in game
I’ve been only working on this for a day so you can’t judge me too hard on the graphical fidelity. I sculpted, textured, and animated the arms myself. These are placeholders for now, but I wanted something that could be used in testing.
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