June 9th: Chairs, Beds & Monsters

Discussion in 'Dev Blog' started by Armagon, Jun 9, 2014.

  1. Fleshwarper

    Fleshwarper Subatomic Cosmonaut

    Hello, I was just thinking about your monster noise problem. What if you attached a certain sound for each type of foot on the monsters and then scaled the pitch according to the body it had. Just to sort of simulate the weight of a creature. I might also make it easy to come up with semi unique sounds without putting a whole heck of a lot of time. And as far as alien life forms being vocal, I would leave that more for flying enemies since even our own planet has more vocal flying species, it seems to go with the territory. It may also be worth tossing around to put in "distant" animal calls that are made by creatures that the player never actually encounters. For some reason the sound of a parasaurolophus comes to mind. Just a few thoughts.
     
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  2. squirrel_killer-

    squirrel_killer- Sandwich Man

    A lot of people seem to want roars, I honestly dislike this suggestion, however reading these I did see some ideas I really like:

    I love is idea. A little hard to pull off in reality, and might be a tiny bit hard on file size.

    This could be done by layering multiple files on top of each other and then add filters and adjust pitch of the layered audio files. This isn't as hard on the memory as it is basically analog data. It would be something like:
    Layer audio file 21, 42, 53.
    Adjust pitch by 4.
    Apply filter 7.

    Just put this done in the file where it saves mob data, which I assume is basically just a set of numbers for each part (IE Head = 3, legs = 102, torso = 63, tail = 78, size = 8)

    This is something I totally forgot about when I made my suggestion, I agree fully with this. The little details matter even MORE than the large in many cases.

    I like the ideas concerning towns and space ports. This would help someone like me decide if I want to explore a planet more or not.

    I also want to improve upon Cliff_Racer's "stand still and listen" concept. The sounds played to represent monsters should be of those for that biome/mini-biome and should change with the time of day. Combined with my aforementioned idea to adjust pitch based on monster size this could help you determine if the monsters are large or small. Bringing in Luchóg's ideas about footsteps and other small noises would give further hints of what you face. A experienced and smart explorer could use everything they hear to better prepare for their hunt of new life forms. Even better would to have creatures randomly fight based on a predator/prey system. Creating a more immersive ecosystem. This could also reveal the attacks of the life forms on the planet as you listen so that you could even better prepare for your battles, and determine if you are going fight or flight.
     
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  3. [pixelmonster]

    [pixelmonster] Big Damn Hero

    All this progress is really making me syked for the game... Can't wait!
    As for what sound design I'd like to see... I prefer and auditive one :D

    This next update will definitely change the universe... well the starbound universe at least...

    Love this idea!!!
     
    Last edited: Jun 10, 2014
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  4. XRiZUX

    XRiZUX Spaceman Spiff

    Monster sounds... I would like funny ones and spooky/scary ones. If you only have funny or only spooky/scary then I think that's not enough. I'll leave some examples below:

    - Ghost
    - Dinosaur
    - Squirrel
    - Mouse
    - Tiy
    - Whiny Bird
    - Bird on steroids
    - Lion
    - Grumpy Elephant
    - Orchestra
     
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  5. Mousefox13

    Mousefox13 Void-Bound Voyager

    Anyone know if they will add playing instruments in chairs?
     
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  6. WingofTech

    WingofTech Big Damn Hero

    Hey, I agree that some of the sounds a little off the spot but honestly, let's not completely destroy those since it adds those funny moments in-game when a monster's suddenly "meowed" at you with it's huge body and giant fangs rushing right at you. xP

    So yeah, add some more epic sound but don't completely take away the funny ones.
     
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  7. Hanfree

    Hanfree Big Damn Hero

    ^^^^^This is a good idea^^^^^
     
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  8. XRiZUX

    XRiZUX Spaceman Spiff

    Yeah I agree with those ideas, couches should have two seats+, acting like two chairs put together or more...
     
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  9. armand12

    armand12 Void-Bound Voyager

    My recommendation would be to go with super Metroid/Metroid Fusion style sound effects, just with less static/grind since ya'll have that cleaner cartoony look.
     
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  10. Splorg

    Splorg Aquatic Astronaut

    Don't be too put off if new sounds you make sound out of place in the game. This happens because you expect the old sounds, so your brain freaks out when it hears something new. I remember when Minecraft had a bunch of sounds redone and it was really weird for like a week, but then you get used to it.
     
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  11. Curse Starwind

    Curse Starwind Subatomic Cosmonaut

    I like that the orientation of various objects are being improved upon. I didn't think it was that big of a deal before, but it did kind of annoy me at times and only made me less likely to care about how my shelters/bases looked like since i could never really get things to be perfect regardless of what i did.

    The monster sound stuff sounds interesting too.

    Keep up the great work guys, i'm still patiently waiting for a more complete version of the game as i'm sure many others are as well.
     
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  12. Thundercraft

    Thundercraft Phantasmal Quasar

    @ Armagon:
    I suggest that, after creating a sizable "palette" of sounds for various monster types (significantly more than what we currently have), you consider creating several variations of each.

    By "variations" I mean starting with the same base sound, but altered by pitch and/or speed so much that each is noticeably different. Using any sound editor, this is both fun and relatively easy.

    Then, I would have each monster type randomly assigned one of the sound variations on planet generation.

    Such added variety and randomness would greatly improve game immersion.

    Good point! Some sounds are too loud or louder than others. It's annoying when I hear a loud "horse" monster, thinking it's nearby, only to learn it's at least a screen or two away.

    Oooh! I really like where you're going with this! Either would be great. Though, I think I like the racial background music for towns even better than the gibberish idea.

    While it may have been funny when we first starting playing, I think if we did a poll it would show that most of us get tired of the barnyard animal sounds very, very quickly. And many of us find that having a huge and scary monster bleat like a lamb totally ruins game immersion.

    Nice list! IMO, those are all very good suggestions. And playing animal sounds in reverse would probably yield some interesting results, especially if speed and/or pitch is also changed.

    Yes. These are alien monsters. So they definitely need to sound more exotic and strange than the 8 domestic animals in a Fisher-Price See 'N Say Farmer Says toy.

    Agreed. Personally, I find the horse sounds to be the most annoying by far.

    But you can keep some of these sounds if you introduce the actual animal it represents. You know, like dog sounds for the Human dog starter pet and chicken sounds for actual chickens (or the Glitch robot chickens). You could even save the horse sounds for Glitch robot horses.

    I think it would be a mistake to make any aspect of Starbound like a horror game such as Deadspace. Everything from the lore to the graphics makes it hard to take Starbound very seriously.

    That said, I'd agree that it'd be neat to have night creatures sound a bit different from day creatures to indicate that they are nocturnal and more dangerous. They could be made a bit scarier, possibly with slightly louder volume or roaring more often.
     
    Last edited: Jun 10, 2014
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  13. moomoomilkman

    moomoomilkman Void-Bound Voyager

    Maybe you could match the sounds to the environment. On a serene planet, you could have deceptively nice sounds like squeaks and garbles, and on an ugly planet have fart noises, and an eery planet could have monsters make creepy creeks and shrieks.
     
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  14. Thundercraft

    Thundercraft Phantasmal Quasar

    BTW: Have you considered changes to the sounds for the bosses and mini-bosses? I think those should be especially epic and distinctive. They should sound like a boss. Perhaps something more along the lines of Monster Hunter? Or, perhaps, a bit like Godzilla, Rodan, Mothra, and other gianormous monsters in Kaiju films?
     
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  15. Yzzey

    Yzzey Heliosphere

    Insect monsters should sound like this:

    [​IMG]
     
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  16. tiitha

    tiitha Subatomic Cosmonaut

    I would like roars for really big and scary monsters, but also other sounds for commons monsters like grunts, clicks, trills, squeaks, squawks, bleats, etc.
     
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  17. lemonrev

    lemonrev Subatomic Cosmonaut

    I love the comic of the monster dog above really classic and i think if there was a mob in the game that did that it would be sweet as well as a bit of a jump to see that and also hear it at the same time.

    Ok So my thoughts on the sound and the athletics of the mob sounds, Are more like some you could hear with different foot and also background noises of the mob before you see them and then once you are near they might take on another sound and if you attack then a short like yell from the creature and maybe a sound that goes with the attack the monster does.

    simple is good but being far too simple say like Mario games you get the very small sound that you can enjoy for a bit but it doesn't carry into long game play.

    So not reading any one Else's thoughts maybe i have said someone else's thoughts so be it.

    Anyways my 5c's good luck :)
     
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  18. Murderatte

    Murderatte Phantasmal Quasar

    You can also walk through walls using beds/chairs. Need to fix that.
     
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  19. in my opinion they should add some sort of overlay with the music based on how deep you are
    something like this:

    although this is based on how many enemy's are on the screen i believe one for depth may work well... i believe the music may be why i would spend hours mining in terraria while spending next to no time underground in starbound
     
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  20. Barlov Monkiss

    Barlov Monkiss Big Damn Hero

    Bark is usually bigger than bite. Small defenseless flying creatures tend to be the most vocal, and chatter up a storm when in standstill but less when flying (echolocation being the exception to the rule). Non-threatening pack/group animals are second most vocal. Predators tend to only vocalize when threatening or when hurt, but rarely in a surprise attack. Some almost never vocalize. I agree that for the most part the noises you'll hear will mostly be the scenery, or the movements made by the subjects in question. Most animals try not to draw to much attention for fear of being eaten or scaring away prey. Most flying critters ignore that due to the fact that they can normally evade most predators. I do agree that tonality and volume should correspond with throat and chest sizes. Types of vocalizations could correspond to mouth type as well. Semi-Randomly generated layered sounds might be a good way of doing it.
     
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