Mithost wrote: 346313
Yeah, this is actually a really good place to start. Instead of a classic touhou style where the bullets spawn to the beat, have it so the player must move to the beats. We could have different patterns for different movements, and if you let go of a key you go back to neutral position. This makes hold notes, normal beats, and possibly some other stuff possible. Let me vent some ideas out.
The source of bullets will be a circular entity. It will pulse to the beat, making a translucent circle that expands towards the player (probably at the designated approach rate from osu!standard maps). This would be like the barline on taiko or osu!mania. Any and all hit objects will be placed on these circles. If a hitobject is placed off of a beat, (eighth/sixteenth notes), a fainter circle will be put there to indicate that there is a hitobject there.
Player loses health when they get hit by a bullet, and they gain health when they successfully dodge one. Sudden Death will make one hit = kill, and the damage is calculated by the health drain difficulty setting.
The player has 3 main positions. Neutral, Left, and Right. Pressing a key down will make the character move in that direction, and letting a key go will put you back in neutral.
When you dodge a bullet, you get a "graze" bonus based on your timing.
Here are the potential differences in hitobjects.
Normal Beat: Moving from neutral position to one of two sides, to avoid a single bullet headed straight for you. You get extra points if you input the dodge at the right time. Holding the directional key to avoid multiple bullets will cause every other bullet to be scored as a 50 instead of a 300, and the player's health would not increase for it.
Specific Beat: Requires you to move to one side, dependant on which side has a free spot. Bullets spawned by this hitobject are placed in the neutral position AND in one of the two directions you can dodge in, limiting you to only one of the two sides. The secondary bullet would be highlighted in some way, probably by being a bit bigger or brighter. This could probably be mapped to one of the hitsounds, or certain movement patterns in osu.
Hold Notes: The laser. The entity starts glowing or shining (as if it was charging), then it makes a thin line that goes over the neutral position a few beats before it arrives. You can through it as it has not arrived yet. Expands to a bigger line once it arrives. Requires the player to hold the left or right button until it is done. Multiple lasers can be read by looking at the charge animation. Counting how many of them happen and when they happen should give you a good sense on when they appear. This can be combined with specific beats, with multiple thin lines hinting on which sides to avoid.
Don't know what to do for spinners. We could make them press the up arrow to the beat or something to do a little taunt or dance, but I'm not sure.
This should be good enough for now. If you can't visualize it, I'll draw (MS Paint or lazy photoshop) a draft of the circle thing. Just visualize the osu! logo on the title screen, where the circles it pulses out to the beat have little circles stuck to them. Now imagine dodging them like in the video.
I agree with the limiting of the movements, but limiting it to only 3 positions is too much, mainly because if you think about danmaku, you think about few spots on screen which are "safe" to be avoiding them, principally at the highest difficulty levels.
Being able to free move at least for left/right (like in ctb) you could move to more dangerous spots and get more graze score; there would be a great variety of scores.
Also your "circular entity" could have infinites life bars (for it to last until the end of the song) so you could always earn extra points by killing it, the more you shoot it, the more score you get. It could also drop few 点 item at random position on screen when you finish with one of its lifebar, as well as removing all of the enemy's bullets when this happens, earning good amount of point for each bullet onscreen, just like in Touhou.
Though implementation of 300, 100, 50, etc would be hard in this case, unless counting 300 as each of your shots that hit the "circular entity", 100 as bullets grazed, and counting point items '点' instead of 50.
Of course there should be the "misses" which happen each time you get hit, but what about having "lives" earned each X points?
Missing should imply score penalty; it could be instant penalty or calculated at the final score, depending on the amount of lost lives.
Losing all of them would result in a fail.
Could work this way:
Hit by bullet → miss sound + score penalty → player respawn while bullets onscreen are cleared with no score bonus → continue as if nothing has happened.
We should not forget about the life-saving BOMBS, which the player could have 2 each life.
Bombing would clear bullets on screen and remove current boss' life bar bonus. (Yes, penalties for bombing as well)
There could be a 5ms time before actually dying in which one could bomb (consuming 2 bombs) to prevent from losing a life and giving some score for bullets onscreen. (Still removing the boss' lifebar bonus)
Life penalty would be greater than bomb penalty.
Now the objects:
Circle: Would be a simple multi-direction shoot, with pattern and kind of bullets based on the hitsound, OD and CS.
Sliders: Multiple 1/4 or 1/8 based bullets shoot directly at the player as it moves with other circle-like bullets being shoot at slider ticks with heavier waves on the slider Start and End.
Repeating Sliders: A non straight slider bullet wave, spread by the lengh of the slider.
As for spinners: a HEAVY amount of bullet for you to graze. (from simple to complex patterns, depending on OD)
HP drain = Amount of lives, the higher the less. Drain 10 = 0 Lives (Still earns lives by score)
Circle Size = Average AMOUNT of bullets. (Bullets should have fixed size and be greater in amount rather than sizes)
Approach Rate = Average Speed of bullets (combined with slider velocity could have greater variety)
OD = Overall difficulty. The higher, the more bulles, heavier spinners, more score. Could also define amount of bombs per life. OD 10 = 0 Bombs
The boss-like thing can move left/right as well.
And to finish, give the player a small hitbox with possibility of focusing.
Example:

(Alternatively "Boss Kill" count could be just a number on the left of its lifebar)
Of course this is all suggestion, its not me that will be the one to code if such game mode gets to be implemented.
Edit: Forgot to mention, bonuses for each life/bomb remaining go to the final score.