I had originally posted this (or something close to it) in a thread about combat music. That thread has since vanished (also, pretty sure it got locked as a casualty of trolling), and as this is my unique concept for battle music; I figured I'd add to the list of suggestions I have made to watch them fall off the face of the earth (what is this number 6?).
Anywho, my idea is instead of hearing one or two types of music for fighting mobs, there should be multiple short tunes that sound good when looped or transitioned into each other. These musical pieces would be short (around 10-15 seconds) and completely dependent on the situation.
Pre-Battle Code
The code for combat music is triggered whenever a mob begins to actively pursure the player (Aggro). The code will check the following variables at that time:
How many Mobs are pursuing the Player
What types of Mobs are pursuing the Player (Exact amount of each type of mob, represented as percents)
Every time an additional mob becomes aggroed on the player or a mob stops following the player, this section of the code repeats itself. However, no combat music starts at this time. However, any music currently playing drobs in volume ever so subtletly.
The Trigger
The trigger is what causes the music to start. These are the different triggers:
Player hits a Mob
Mob hits a Player
Mob with a a ranged attack (Skeleton/Spider Jockey/Ghast) attacks (doesn't have to hit)
Creeper Charging (doesn't have to explode)
Enderman attacks the player (because except for very rare circumstances, you know when you aggro an Enderman)
I specifically chose those triggers because those are the points where you are 100% guaranteed to know a mob is trying to kill you. At the time of the trigger, a few more variables are checked:
A final recheck of the Pre-Battle Code (to ensure accurate mob readings)
What Trigger was used
Player's HP
That check will take no more than a couple frames, so the battle music will start before the attack of the Ghast or Skeleton reaches you, or before the Creeper even explodes. That is by design and for a very good reason.
The Battle: Part 1 - The Opening
Finally, the battle music starts. If the trigger was a mob attacking from a distance, or a Creeper charging, the music starts with an abrupt crescendo (An increase of volume). That way one thought enters the player's mind. That thought is: "Holy **** Run!"
After that sudden crescendo and an additional moment of silence (ideally the Creeper's explosion would take place in that brief moment of silence) the music begins. Based on the different variables from before, a number of things can happen:
If the player attacked a mob first, the tone of the music is faster, more of a battle theme. This is done because the player actively chose to attack a mob. It's purpose is to cause an adrenaline spike, to get you pumped up to kill some mobs.
If the player is hit first the music is fast, but more sullen. Kind of a battle theme, but with a softer tone.
If the Enderman trigger is used, the music starts off creepy and tense.
The Battle: Part 2 - Transitions
Each part of the battle music should be able to transition into each other and loop nicely. They should also be short. Here are some brief examples of different things that could cause a musical transition:
If the player has less than three hearts: The music becomes somber and orchestral.
If the player is hitting mobs in quick succession without being hit: The music becomes upbeat and fast paced.
The Battle: Part 3 - The Final Piece
There are 3 ways to end a fight in Minecraft. Either the mobs are dead, you found a place they cannot get to you, or you perish.
If you manage to slay all the enemies around you, some kind of upbeat tune plays. This signifies that you won. The requirements for this are that you landed the final blow on the last mob trying to get to you. If another player lands the blow, you both hear the music. This makes the music work well for adventuring teams on SMP. From there the game music takes over normally.
If you do not get attacked by a mob within the 30 seconds before a point of transition (from above), the game will cycle through the first part of the code again. If no mobs are chasing you, the game music takes over normally. If there are still mobs pursuing you, the game will play a short suspenseful tune. The game will continue to recheck until any of the triggers occur again (causing the music to go back to part 1) or the game detects that no mobs are pursuing you (the regular music returns).
If you die, a death theme occurs. Something sad, sweet, and melodious. When you respawn, the regular music returns.
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Very, very well thought out. Do want. After reading through, I was going to ask about the point that mobs are supposed to sneak up upon you, but one of the triggers is them hitting you.
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All these pony-based signatures aren't going to win these people any respect.
Very, very well thought out. Do want. After reading through, I was going to ask about the point that mobs are supposed to sneak up upon you, but one of the triggers is them hitting you.
This confused me. Are you saying you were going to ask about mobs sneaking up on me but it was resolved or are you confused about something else?
I chose those triggers specifically because at that point, any player knows a mob is after them. After the first hit (or ranged attack or Creeper charging up it's explosion), you know a mob is there.
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This confused me. Are you saying you were going to ask about mobs sneaking up on me but it was resolved or are you confused about something else?
The former. About mobs sneaking, but resolved with until the first hit. Just hope if this gets implemented (Which I doubt, sadly. Nothing worthy really does without the use of mods.), Mojang AB will pay C418 for that music. Heck, even themes of individual mobs instead of a generic tune all the time would be an idea.
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All these pony-based signatures aren't going to win these people any respect.
The former. About mobs sneaking, but resolved with until the first hit. Just hope if this gets implemented (Which I doubt, sadly. Nothing worthy really does without the use of mods.), Mojang AB will pay C418 for that music. Heck, even themes of individual mobs instead of a generic tune all the time would be an idea.
Gotcha. I agree, mods do seem to make or break what gets added to the game at times. I need to dig through my college courses and see if I have a java class. If I do I would try my hand at it (good thing for a class project :cool.gif: ), but if I don't have one for a while I won't have time between school and work.
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Also, music should be triggered during chase scenes. It could detect how many mobs are aggroed and what speed the player is traveling.
It could be something like that solo in 'Live And Let Die'
Also, music should be triggered during chase scenes. It could detect how many mobs are aggroed and what speed the player is traveling.
It could be something like that solo in 'Live And Let Die'
See the 3rd paragraph of The Battle: Part 3.
I wanted to include something like that, but only if you had gotten into actual combat with mobs already. The reasoning behind that is I don't want that initial "jump" when you hear a Skeleton shoot or a Creeper charge to be ruined by music that plays before any fighting is done.
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ModeratorAnywho, my idea is instead of hearing one or two types of music for fighting mobs, there should be multiple short tunes that sound good when looped or transitioned into each other. These musical pieces would be short (around 10-15 seconds) and completely dependent on the situation.
Pre-Battle Code
The code for combat music is triggered whenever a mob begins to actively pursure the player (Aggro). The code will check the following variables at that time:
How many Mobs are pursuing the Player
What types of Mobs are pursuing the Player (Exact amount of each type of mob, represented as percents)
Every time an additional mob becomes aggroed on the player or a mob stops following the player, this section of the code repeats itself. However, no combat music starts at this time. However, any music currently playing drobs in volume ever so subtletly.
The Trigger
The trigger is what causes the music to start. These are the different triggers:
Player hits a Mob
Mob hits a Player
Mob with a a ranged attack (Skeleton/Spider Jockey/Ghast) attacks (doesn't have to hit)
Creeper Charging (doesn't have to explode)
Enderman attacks the player (because except for very rare circumstances, you know when you aggro an Enderman)
I specifically chose those triggers because those are the points where you are 100% guaranteed to know a mob is trying to kill you. At the time of the trigger, a few more variables are checked:
A final recheck of the Pre-Battle Code (to ensure accurate mob readings)
What Trigger was used
Player's HP
That check will take no more than a couple frames, so the battle music will start before the attack of the Ghast or Skeleton reaches you, or before the Creeper even explodes. That is by design and for a very good reason.
The Battle: Part 1 - The Opening
Finally, the battle music starts. If the trigger was a mob attacking from a distance, or a Creeper charging, the music starts with an abrupt crescendo (An increase of volume). That way one thought enters the player's mind. That thought is: "Holy **** Run!"
After that sudden crescendo and an additional moment of silence (ideally the Creeper's explosion would take place in that brief moment of silence) the music begins. Based on the different variables from before, a number of things can happen:
If the player attacked a mob first, the tone of the music is faster, more of a battle theme. This is done because the player actively chose to attack a mob. It's purpose is to cause an adrenaline spike, to get you pumped up to kill some mobs.
If the player is hit first the music is fast, but more sullen. Kind of a battle theme, but with a softer tone.
If the Enderman trigger is used, the music starts off creepy and tense.
The Battle: Part 2 - Transitions
Each part of the battle music should be able to transition into each other and loop nicely. They should also be short. Here are some brief examples of different things that could cause a musical transition:
If the player has less than three hearts: The music becomes somber and orchestral.
If the player is hitting mobs in quick succession without being hit: The music becomes upbeat and fast paced.
The Battle: Part 3 - The Final Piece
There are 3 ways to end a fight in Minecraft. Either the mobs are dead, you found a place they cannot get to you, or you perish.
If you manage to slay all the enemies around you, some kind of upbeat tune plays. This signifies that you won. The requirements for this are that you landed the final blow on the last mob trying to get to you. If another player lands the blow, you both hear the music. This makes the music work well for adventuring teams on SMP. From there the game music takes over normally.
If you do not get attacked by a mob within the 30 seconds before a point of transition (from above), the game will cycle through the first part of the code again. If no mobs are chasing you, the game music takes over normally. If there are still mobs pursuing you, the game will play a short suspenseful tune. The game will continue to recheck until any of the triggers occur again (causing the music to go back to part 1) or the game detects that no mobs are pursuing you (the regular music returns).
If you die, a death theme occurs. Something sad, sweet, and melodious. When you respawn, the regular music returns.
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Curse PremiumLol GREAT IDEA!
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ModeratorThis confused me. Are you saying you were going to ask about mobs sneaking up on me but it was resolved or are you confused about something else?
I chose those triggers specifically because at that point, any player knows a mob is after them. After the first hit (or ranged attack or Creeper charging up it's explosion), you know a mob is there.
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The former. About mobs sneaking, but resolved with until the first hit. Just hope if this gets implemented (Which I doubt, sadly. Nothing worthy really does without the use of mods.), Mojang AB will pay C418 for that music. Heck, even themes of individual mobs instead of a generic tune all the time would be an idea.
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ModeratorGotcha. I agree, mods do seem to make or break what gets added to the game at times. I need to dig through my college courses and see if I have a java class. If I do I would try my hand at it (good thing for a class project :cool.gif: ), but if I don't have one for a while I won't have time between school and work.
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It could be something like that solo in 'Live And Let Die'
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ModeratorSee the 3rd paragraph of The Battle: Part 3.
I wanted to include something like that, but only if you had gotten into actual combat with mobs already. The reasoning behind that is I don't want that initial "jump" when you hear a Skeleton shoot or a Creeper charge to be ruined by music that plays before any fighting is done.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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ModeratorWant some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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