{"author_link":"\/users\/vadstart","author_name":"Vadstart","author_uid":"vadstart","comments":[],"epoch":1696118044,"event":"LD54","format":"md","ldjam_node_id":378183,"likes":0,"metadata":{"p_key":"202400","p_author":"Vadstart","p_authorkey":"1372938","p_urlkey":"436387","p_title":"Dark Waters - Day 1 progress","p_cat":"LDJam ","p_event":"LD54","p_time":"1696118044","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1372938","us_name":"LDJam user 372938","us_username":"372938","event_start":"1695945600","event_key":"117","event_name":"Ludum Dare 54"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD54","removed_author":false},"_superparent":371459,"_trust":1,"author":372938,"body":"Phew, 14+ hours of gamedev done!\n\nAs 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:\n\n1) Boss battle where it cuts the space available to the player\n\n2) Pitch dark labyrinth that only lights up a bit during player's and monsters attacks\nWe 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.\n\n\"Deep sea\" emerged as a natural theme for the Darkness\/Light gameplay mechanic:\n![darkwaters_cut.gif](\/\/\/raw\/ac0\/b5\/z\/5c5bc.gif)\n\n![4634624634.png](\/\/\/raw\/ac0\/b5\/z\/5c5cf.png)\n\n![20230930_111442.jpg](\/\/\/raw\/ac0\/b5\/z\/5c5cb.jpg)","comments":0,"created":"2023-09-30T23:18:54Z","files":[],"files-timestamp":0,"id":378183,"love":0,"meta":[],"modified":"2023-09-30T23:55:44Z","name":"Dark Waters - Day 1 progress","node-timestamp":"2023-09-30T23:55:44Z","parent":376136,"parents":[1,5,9,371459,376136],"path":"\/events\/ludum-dare\/54\/dark-waters\/dark-waters-day-1-progress","published":"2023-09-30T23:54:04Z","scope":"public","slug":"dark-waters-day-1-progress","subsubtype":"","subtype":"","type":"post","version":1159515},"node_metadata":{"n_key":"378183","n_urlkey":"436387","n_parent":"376136","n_path":"\/events\/ludum-dare\/54\/dark-waters\/dark-waters-day-1-progress","n_slug":"dark-waters-day-1-progress","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"372938","n_created":"1696115934","n_modified":"1696118144","n_version":"1159515","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/54\/dark-waters\/dark-waters-day-1-progress","text":"Phew, 14+ hours of gamedev done!\n\nAs 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:\n\n1) Boss battle where it cuts the space available to the player\n\n2) Pitch dark labyrinth that only lights up a bit during player's and monsters attacks\nWe 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.\n\n\"Deep sea\" emerged as a natural theme for the Darkness\/Light gameplay mechanic:\n![darkwaters_cut.gif](\/\/\/raw\/ac0\/b5\/z\/5c5bc.gif)\n\n![4634624634.png](\/\/\/raw\/ac0\/b5\/z\/5c5cf.png)\n\n![20230930_111442.jpg](\/\/\/raw\/ac0\/b5\/z\/5c5cb.jpg)","title":"Dark Waters - Day 1 progress","wayback_source":[]}