Kiske wrote:Spaghetti wrote:
Also -the boulder sequence is in Baisha, and it seems the Free Battle idle pose is involved somehow at the moment, perhaps there's a battle on a clifftop?
About the boulder sequence -I was wondering the same because of the idle Free Battle trigger. What if there's actually a battle on a clifftop and this battle includes one of the "High Ground Battle System" mechanics Yu was talking about in a past interview?And finally, the «High Ground Battle System», is the interactivity with the surrounding environment. I want to create and add strategy and realism to the battles. For example, throwing your opponent on a barrel and making it break or hitting a wall and making it fall like a wave on your enemy. I'd like to create more complex battles using the UE4's physical phenomenon.
viewtopic.php?f=5&t=49223
Now, try to imagine a battle on a clifftop where Ryo gets overwhelmed by enemies. You can chose to fight to the death or can try to escape down the cliff. Unfortunately, you move a rock in the process and part of the cliff collapses. A QTE sequence starts: If you succeed, you live and part of your enemies get stuck in the rockslide. If you fail... well, you die.
I would love this kind of gameplay where you have multiple approaches for one situation and the opportunity to change your strategy in the middle of a free battle.
You may be onto something. If this is how the Higher Ground system is implemented, that'd be seriously pretty cool.





Perhaps he will be documenting how to use the MVN software for other developers in his team.




