It would be cool if you had a couple of sets of creature sounds that could be randomly chose from when the world generates, and they are bound to the head, so basically different sounds for different heads.
As it is right now, my main gripe is hearing the same sound too often across several planets. The appeal of seeing strange shit on unexplored worlds is novelty. It's gotta stretch further across near infinity rocks.
The most funny noise I heard from a monster in Starbound so far was the sheep, so hopefully you won't be removing that one. Also, I like the idea of ambient monster sounds that are heard a screen or more screens away from the player. Like if the monsters have the sheep sounds on them, you could hear them as a flock of sheep if there are 3 or more of them in the same area about a screen away from the player. And if there is a huge boss around, you would hear heavy stomping sounds some screens away from the player, possibly even having the screen shaking a tiny bit as you get closer to that boss. Another thing I want to add, is that I think monsters should have colors that are matching the environment of the planet biomes. Even on earth you can see that the animal's and insect's camouflage plays a big role for their survival. I'm not saying you should remove all the colorful monsters, just that I think there should be more monsters that can camouflage with their environment. So as an example, seeing a orange monster on a tundra biome should be more rare than common. So there would basically be more whiteish monsters on a tundra planet, but also other colors that would fit it's surroundings, and then having the other colors also appear but less commonly.
In a universe full of nearly infinate variations, I dont understand how a sound 'set' could even begin to match that. In anycase, the colour sheme in Starbound is very...er.. 'washed' ? Most critique I hear uses the word 'pastelles' in contrast, terraria is very bright, and the sounds in terraria seem to match with them being quite 'sharp' So, I dont know.. maybe the sounds in Starbound need to match as well, with softer tones and subtle variations. Well, anyway, I still beleive in the kind of universe your trying to create which emphasises exploration, discovery and uniqueness I dont see why the sounds 'set' (or the colour set for that matter) needs to follow a pattern of somekind. Sounds and colours in real life dont follow a pattern.
Bugs with beds: There are beds you can walk through (between the mattress and headboard). You can sleep in a bed even if a door is blocking your way. You can manipulate the things around you (craft items) and your inventory while you sleep. Bug with music: my friend can't hear any sounds or music despite of they are not turned off at the Menu and any other application has sounds. Any idea?
As with others have said, clearly the only way to go with large monsters is Monster Hunter-esque. That way it's a lot more intense and cool.
What if every head type had three or more different monster sounds. So that creatures with similar heads but of another species would sound differently.
I'd quite like to see monsters have idle sounds for when they are just moving about, pitch depending on creature size. Another cool thing would be separate sounds for attacking or when idle, this way the monster has a 'growl' of sorts.
I think it would be awesome to have a wide variety of animal sounds that match their behavior and biome, with animals that "talk" to each other; similar to how a bird will let out a string of various chirps and then other birds in the area will respond with a similar but altered string, i.e. a binary bird would chirp 110010101110 and another would respond with 110010011101. (try listening to barn swallows chatter some time it's quite interesting how they chatter back and forth). Also a healthy biome needs variety, with different monsters shouting, whooping, and cackling at different wavelengths. And I wouldn't worry how other games handle sound too much, after all this is soooo much more.
I actually don't mind the barnyard animals, however expanding the sound base to create a mix is probably best, as to sound more like a alien planet is more like the wilderness we have here. Hence the reasoning I mentioned Wild. Having it sound too alien might give the opposite effect. This is thinking on the sounds themselves, after all as even you put this is not a horror, and I don't see it as one either. Just because it is an alien planet does not mean that all of them are completely foreign. Since all of them were made from the same seed per say. Some sounds we know probably would be on other planets, just maybe not coming from what we would expect sometimes. It is to mix the little we know into the mass that is Foreign/The wild. Well it is how I see it, figured I would point that much out.
well, you realize that it was not a good idea to put content before have fixed the shape of the game... please not like mario, make a sound when you jump for example... for one people ok but in mutli it will be fast cacophony. attack sound , impact sound ok (it is battle), but action sound is should be dosed carefully...
I think starbound should move as far away from the Farm animal noises as fast as possible. Skyrim had a great array of monster noises, I could easily tell from the sound alone what type of monster I was about tobe up against. Hence making for a great sound mechanic. I think monster sounds need to be unique, and avoid any unnecessary silliness as much as possible.
If it's sounds you're looking for, I have a few ideas, as in my opinion, the enemies currently look intimidating, but don't sound so. For biological creatures Some sounds to consider are :Roars :Hissing : Predator noises *You think I'm kidding?* :bones breaking/crunched on : Plopping/ dripping And for Non-Biological :Engine Machinery :Chainsaw :Electric bzzzt (a little more improvement) :Charging sounds (What I have in mind is similiar to the sound of the mother brain's aurura beam in Super metroid 3) :Squeaky wheels
I would love to see a sort of dynamic set of monster sounds. Like if the monster was smaller, higher the pitch, or if bigger, lower it. And modify all the other attributes you can with sound to fit the procedurally generated monster.
thumbs up for chairs, its really been bugging me how I am sitting on the armrest like some kind of strange person. Sitting on a couch with my buddies would be cool too, I'm not sure if you can already do this.
Personally, as far as meshing with the rest of the universe goes, i'd say something along the line of halo 3's grunts would be good. Essentially they make enough noise nine times out of ten to alert you to their presence, but they don't make so much noise as to overwhelm the ambient sounds coming from the environment surrounding you. The other more realistic option would be to design it in a way that mimics actual animals you find by walking into a forest, which often can make so few sounds that you don't realize they're there until you're close enough that they feel threatened and in response make some kind of sound (I.E snakes hissing) that roughly means Who are you? get the hell away from me!