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《Drifting : Weight of Feathers》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.

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Dynamic Tripwire
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Description

Scenery in《Drifting》

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UE4 Forum - Forums.unrealengine.com

Moving Tripwire

Besides narrative purpose, part of the reasons I've decided to make the game world covered with a large ocean plane is to rationalize the usage of grappling hook and wall running. Although the game is designed around these two mechanics from the very beginning, I wanted players to feel these mechanics are there not just for convenience but essential tools for their traversing ability - an instant death ocean plane greatly facilitate that purpose.

Unfortunately, the same trick cannot apply to levels that are too high for the ocean plane to pose an immediate threat to players. To solve this problem, I've created a moving tripwire actor to fulfill the same role as the ocean plane at high altitude levels. Compare to the instant death ocean plane, the moving tripwire is not as lethal - only deals damage if players or NPCs touched its wire, however, the moving direction of the tripwire could be either horizontal or vertical or something in between, which created a more challenging task for players to get around with it.

I wish you enjoy this week's update, have a great weekend and stay healthy! =)