Hello
So after playing and testing your arena I'm ready to write my conclusion
. Sorry for the delay but I wanted to make an in depth review. I hope you will read the complete post otherwise I have lost my time
.
Before beginning, don't take it bad. The objective is to improve our skills not to make harsh critics. I want to congrats you because you made a "next-gen" track without any tutorial nor documentation about how to use the new engine, so it's a good achievement in my opinion. We are planning to write a documentation and or making video tutorial about how to use the new engine.
So let's review
The inside of the pyramid is kinda cool, with the platforms and wooden bridges.
The lava is a great addition. I will probably add it into my own pyramid.
I like the idea of the water outside that will flow
. It's cool to have dynamic tracks/arenas. It's one of the objective of the next gen tracks.
The vegetation outside is cool. However there is one part where I think you can reduce a bit (just outside the ramp). I suggest to find another way to avoid an empty look when we exit the pyramid
You have made your own objects kudos
I think you should add more variety. Currently the track is perfectly symmetrical with 0 variation
. It's kinda boring. Let me explain.
You have the gameplay symmetry and the visual symmetry. A track can be one of them, or both or none.
(a symmetrical arena in halo)
The map from above. (you can look on youtube. The map is named avalanche)
The visual symmetry is: the track looks symmetrical
The gameplay symmetry is: the area accessible to the player part is symmetrical. You can imagine a track with the theme Haven & Hell, that will be perfectly symmetrical game play side (same paths, same road, same plateforms) but with radically different colors and design. It's like the ying and yang. They are similar in shape but have different colors.
For instance in your case Both entrance can be different, with one having being a bit destroyed or one is an entrance made by robbers trying to theft the treasure inside.
You can even imagine an egyptian side and an aztec side connected with magical inter dimensional portal :P. (well maybe not but you get the point
.
In the outside part, you can add a village or an anteroom in one side and a jungle at the other.
Here is an example of what I'm talking about. It's Egyptian but I'm pretty sure aztec have done similar things.
The accessible road/path to the player can be the same but with different style it will break the monotony.
I haven't tested during an arena round but I think the outside is quite disconnected from the inside. I suggest to add additional jump exit that can be a ramp where you can go outside but not return inside. That would be interesting gameplay wise.
The water flowing is cool
. But you should give to player a way to survive and to tell him when it will happen. Currently there is no way to know when the flood will strike. You can imagine an alarm, or giant tube poring water since it's an heavy flood. I have added locks in chocolate.
The water can flow into a small pond and then into the track. So the player will know exactly when it might happen. It can also be a sign or an alarm with a light turning on red when there is a danger.
If you say that it's not aztec I totally agree
. You should transform it into something aztec. I don't know how but it's part of the creative process. You can pick something very modern and make it integrated into the theme of your track. Take for example my starting line.
It's modern, it's animated, it has a fancy text, a moving background etc. But it's style integrated with the general theme of the track. And the same idea applies to the water locks. Yes water locks are modern but in my case I used something that might be made by Aztec.
Since it's during probably a storm (with the flood) you should add a more appropriate skybox with an epic background and let's say a giant tornado. So a flood during an event like that is probable and the player won't be surprised.
An animated tornado (not changing the position, just clouds rotating) would be awesome
.
You can also add things flying, like leaves, etc. Increase the speed of the wind (maybe it's not possible with the engine. If it's not, we will make sure it's possible
.
That would be amazing. Imagine going outside the arena and watching this huge storm
.
Also if you put a village you can put poster of the government (the country is val verde) warning about an upcoming storm, and stuff like that. Just watch what's happening during a hurricane to have examples.
You can imagine warning like that from the VVAA, the Val verde atmospheric administration
Since it's night time, there is not enough light
. The playing area should be clearly visible. The current engine enable only lights near the player. You should increase their radius and limit their number.
The inside pyramid should have a different color palette compared to the outside. It should be bright and warm. Outside it should be cold and dark.
At the outside you should add lanterns or bamboo torches to light the road.
Also the big trees aren't used IMHO at their full glory. You can use them to make a forest roof. They are kinda cool to do that. You should also add a sun (a moon in this case). The moon can be hidden behind clouds but you will get a nice shadow and light effect.
The landscape is also a bit boring. Currently it's only a square. You should make a mountain in one side, a canyon in another side and make something that is a bit more varied.
Also, try to be careful with performances. Currently it runs at 50 FPS on my computer (which is quite powerful). By comparison chocolate that is way bigger run at ~55 FPS on the same computer. So you have to consider making some optimizations to avoid that.
I'm sure at 100% that you can add all those extra details and still have descent performances
. Look how chocolate is built. It's a good way to learn. For instance the grass is only a very very low poly ribbon near the player. There is also mountains to avoid using costly stuff like palm trees, 6 big trees near the player provide sufficient shadows + a good vegetation density with a minimal amount of polygons).
Don't give up
Sam