Dark Waters - Day 1 Progress
Phew, 14 hours of gamedev done!
As a spontaneously formed team of a Developer, Tech Artist and a 3D Artist, we wanted to make something dynamic and action based this time. The following ideas survived the brainstorm:
1) Boss battle where it cuts the space available to the player
2) Pitch dark labyrinth where the only way to see something is to attack or get attacked We decided to merge them together and settled on a Lighting based Boss Battle, where the players visible Space is severely Limited and can only be briefly enlarged with flashes of light during the attacks.
"Deep sea" emerged as a natural theme for the Light based gameplay:


