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.