Level Design: Modular Levels in Nier
... Turns out that even if the game is running at 60 FPS, the screen capture might be running at 2 FPS. :P
Let's talk about how to create levels using modular kits. Here's a simple introduction using NieR's levels as an example. It will hopefully serve as a good overview if you're having a rough time making your modular levels feel natural.
Basic summary:
Use fences and walls to disincentivize the player from going to places where there is nothing.
Use detail meshes like debris or boxes to break up obvious edges, both between modules and at the edge of a module.
Make sure every area is framed differently, so the player doesn't think they're in the same place. You want to repeat pieces, not places!
Keep your player's camera in mind. If you use the same part twice but they're never on the screen at the same time, it's probably OK. If they are on the screen at the same time, using different angles or augments can still make them feel unique.
For things that repeat a lot, try to make them as generic as possible with no distinguishing features. Then you can augment them with distinct elements to make the series feel like it exists and isn't a chain of clones.
Try and have your level tell a story, go somewhere. We'll talk about that more some other time, but the player should always A) understand where they're going and B) be able to see some place they want to go.
Lemme know what you think.
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