Dark Waters - Day 1 progress

Phew, 14+ hours of gamedev done!

As a spontaneously assembled team of a Developer, Tech Artist and a 3D Artist, we wanted to do something dynamic and action based this time. Two ideas emerged victorious from the brainstorm:

1) Boss battle where it cuts the space available to the player

2) Pitch dark labyrinth that only lights up a bit during player's and monsters attacks We decided to combine them together in a Light based boss battle - meaning that the player's visible Space is severely Limited, forcing them to focus on brief flashes of light during the attacks to figure out Boss location and intention.

"Deep sea" emerged as a natural theme for the Darkness/Light gameplay mechanic: darkwaters_cut.gif

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