Music

Forum for suggesting changes to Salem.

Music

Postby Etherdrifter » Wed Aug 15, 2012 8:47 pm

A silent world, the wilds. The only music, that of nature itself...

Something we should change maybe?

Alright, so first some craftable instruments.

Flute, Lute, Drums, Harp, Ocarina.

Flute : Requires 1 singing old log (Requires whittle)
Drums : Requires 1 dried hide, 2 smooth stones, 3 singing old logs, 1 stringy sinew (Requires hideworking)
Lute : Requires 1 singing old log, 5 stringy sinews (Requires Carpentry)
Harp : 2 singing old logs, 1 iron bar (Requires Carpentry, Blacksmithing)
Ocarina : 2 clay, one misshapen lump of clay (Requires Pottery)

Alrighty, we have instruments! Good stuff. Cept we have nothing to play.

Now here is where the suggestion diverges a little into 2 possible scenarios.

1. Music works via an mml system. (Similar to mabinogi)
2. Different tunes are crafted using certain items and paper. There is a set number of tunes.

In both music is loaded into an instrument and played, the music takes on the "voice" of the instrument and is played. Nothing so complex as duets (no idea how to do that one!)

This I leave for people to discuss.

Music, nice to listen to but once you've heard all the tunes why bother?

I propose one of the following:

Music speeds up learning speed
Music speeds up recovery when not in combat.
Music gives a temporary buff of some sort (faster movement, faster working speed?)

It's a bit rough at the moment but that's all I got.
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Re: Music

Postby ShadowAtlan » Wed Aug 15, 2012 8:55 pm

Frankly, I adore the concept of using MML to play music so much it hurts. That was literally my reason for playing Mabinogi for some time, and I've had the urge to play again simply to play more music. It's rather addicting, and the ability to compose new things is fast and entertaining. If the Devs didn't want to create new items or have a lot of different instruments, just let us equip the Cricket Violin or Grasswhistles and play them. Make them one handed perhaps, and let "music scores" be equipped in the other hand to play. Would then require a bit of investment (for the skills and materials to make music scores) as well as a bit of luck and/or dedication (to get a cricket violin, or other instruments).
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Re: Music

Postby Droj » Wed Aug 15, 2012 9:07 pm

I wanna craft a banjo so I can play to all the Pilgrims in Boston :D
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Re: Music

Postby milonti » Wed Aug 15, 2012 9:40 pm

Etherdrifter wrote:1. Music works via an mml system. (Similar to mabinogi)


I LOVE that game! And i definitely love its music system!

I whole-heartedly support this idea.
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Re: Music

Postby Sevenless » Wed Aug 15, 2012 10:18 pm

The ability sounds really neat, although I've got no clue what MML means. There are lots of ways it could integrate with the current gameworld. AoE buffs for combat, eating, skills. Somehow allowing musical score production to result in the crafting of music based inspirationals, as in playing the song uses black bile but actually produces a music note to be consumed for proficiency points and will replay the song at a later date. Lots of things.

It does however add what looks like to be a large amount of programming requirements to implement the system compared to other things. I wouldn't want to see this even looked at as an idea until after we've got what's already been promised into the game world and at least bare minimum functional.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Music

Postby ShadowAtlan » Wed Aug 15, 2012 10:42 pm

A simpler way to add it in would be to, as a friend of mine suggested, implement music like it was done in an old game called Graal. Equip the instrument, hit arrow keys or other keys to play notes. No need to write songs down, real player skill used in playing, and significantly less programming needed to implement.
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Re: Music

Postby MagicManICT » Wed Aug 15, 2012 10:55 pm

LOTRO works similar to that, but you have a whole octave (or three... forget) to play in. You can do scripted music, and a lot of people have transcribed quite a few songs. You can even get a whole band together and have various instruments so the listener hears something akin to a MIDI music recording.
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Re: Music

Postby Sevenless » Wed Aug 15, 2012 11:28 pm

ShadowAtlan wrote:A simpler way to add it in would be to, as a friend of mine suggested, implement music like it was done in an old game called Graal. Equip the instrument, hit arrow keys or other keys to play notes. No need to write songs down, real player skill used in playing, and significantly less programming needed to implement.


While true, that limits music to being aesthetic, and not part of the core gameplay elements would it not? How would purity grinding fit into that? I would prefer to see an implementation that keeps with the spirit of Salem's "crafting to get better stuff" and keep it integrated with the inspirational system in some way.

Also: Boston music spammers. What are you unleashing upon us ><
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Music

Postby Ass_Kraken » Thu Aug 16, 2012 4:59 am

Sevenless wrote:Also: Boston music spammers. What are you unleashing upon us ><

Bard territory battles? :D
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Re: Music

Postby ElCapitan1701 » Thu Aug 16, 2012 7:23 am

I like this idea. But before they are going to implement this, i would like to hear some ambient sounds. Salem is wasting so much potential while there are no ambient sounds! Why can`t I hear my footsteps in forest? Why are there no birds make some (discreet) sounds. Why does the campfire don`t make sounds? No wind? Why no sounds of the grassland? Why make rivers no sound? One of this game strengths is how it represents nature. You really could walk hours and hours just watching and listening to the nature! Some weather effects would also be nice...
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