Concept ideas for dark rooms, (light up torches, etc.)
Location: “Dark areas”
areas that are dark, underground, at night, in between certain regions, etc.
Lighting mechanics:
The area is pitch black.
The only things you can see are dim lights coming from small entities and your character.
Skills themselves can produce light, but the light won’t be persistent.
Dim lights from the small entities are the following colors: RED, BLUE, GREEN, ORANGE. They represent the following elements respectively: Fire, Water, Wind, Earth.
Player must use the correct Tattoo element to enable big light.
Small Entities will run away from players or run towards another region.
The small entity will leave a persisting light on areas that it traveled. (Was thinking objects are dying of a lack of mana that they will illuminate when the small entity moves near them when the entity is Glowing.)
Other Ideas:
The darkness will consume the player's HP over time while in these areas. If the player gets lost or doesn’t have the correct skill, then the player will die.
have an escape button that returns the player to the previous region.
Player can hit the small entity and punt it in the direction he wants.
Concept ideas for dark rooms, (light up torches, etc.)
Location: “Dark areas”
areas that are dark, underground, at night, in between certain regions, etc.
Lighting mechanics:
The small entity will leave a persisting light on areas that it traveled. (Was thinking objects are dying of a lack of mana that they will illuminate when the small entity moves near them when the entity is Glowing.)
Other Ideas: