This is not about level streaming (we know there are tutorials out there) this is about level composition and what to split up in between levels (lighting, audio, logic, etc.)
I have done a couple of levels and watched/read every tutorial I could find about level design & level streaming but I’m still completely lost about the following:
I’m not trying to make an open world game but I do want the levels to be non-linear and the player be able to go back and forth to different areas(fairly large levels).
I want this to run on current gen consoles (ps4, switch, xbox one) as well as pc’s…
At what size should I be making my levels and when should I split them up into separate levels and implement a level streaming solution? (I realize there is this page that says the best level sizes, but It doesn’t say like - this is good for mobile, this is for high end pc’s, this level size is good for console, etc…)
What other assets should be streamed in different levels, sounds?, lighting?(should each level have its own skybox and directional light source or should they all share one)?
I am working on a top down perspective game so I don’t need levels just for background, but for the sake of others can someone address this as well, what are the best pratices for having those ‘Epic’ mountains in the background…?
Is there any good guides you guys recommend for this?
I don’t want to use world machine or world composition as this isn’t a huge map. I know how to do level streaming, there are plenty of tutorials on that, but they never explain WHY and WHEN to use level streaming for performance…
Thank you all