This really isn't assigned. Assigned means it has been started. I should remove the assigned tag.
I don't know if this can help but I think it gives a good idea on how to do it.peppy wrote: 6w4l42
Just to clear things up, I generally have an idea of how this will be implemented already in my head (when/if it is) and may or may not consider any suggestions. For this reason I won't actively participate in this discussion but will monitor it. Keep in mind that I have played touhou and other danmaku games, so suggesting things already done in those is a bit moot. Try and thing of original aspects which will bring rhythm and bullets together in an awesome way if you are looking to positively contribute.
Need to have more bullets to avoid than enemies to shoot downIgor-Sonic wrote: 5k2f16
I don't know if this can help but I think it gives a good idea on how to do it.
http://youtu.be/KnoUG4RwjSk
Oinari-sama wrote: cv50
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.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.
Seems like interesting wall of text. I'll read the entire post tomorrow after a good sleep.Mithost wrote: 346313
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.
Spinners are ignored in mania too.Mithost wrote: 346313
It's a cool pattern, but I don't think it would match well with 1) How spinners usually fit in songs 2) My idea on how the game would work and 3) How spinners work score wise in osu!standard
Some FYI information: In rhythm tengoku, it's basic that you MUST match the beat, so sometimes it's easier to listen to the cue rather than looking. That's what they did in rhythm carnival scarlet too. Everything has a cue(mostly). BTW the remilia beat game, it only takes 2 keys, one for normal beat and one for hold.Mithost wrote: 346313
......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......
I agree with this, everyone who have ed this should have their own image of how this could work.Oinari-sama wrote: cv50
Each person should feel free to propose their ideas
That game has very weak gameplay, avoiding bullets is easy, the bullets on the hardest level are less frequent than touhou on easy - it's all just visual effects and enemies to shoot (I don't see music being applied to gameplay in any way there).JeMhUnTeR wrote: 605c39
can't we just base it on beathazard, but call it touhosu!? (although mapping it would be impossible :<)
Not to be mean here, but I think you are missing the point of "rhythm game", which is doing something to the beat of the music. One thing that a lot of people here are missing is that we can't have a game that is danmaku where the bullets are simply spawned on beats. Sure, it would make a nice game (see beat hazard, the touhou modded levels, etc), but it can't be an osu! game mode. It lacks too many things that make a rhythm game a rhythm game. Things like Accuracy, Combos, and actually paying attention to the beat are crucial to any gamemode that will ever go in osu!. I don't want to speak for peppy here, but I honestly think that peppy won't even lift a finger towards making this game mode if it doesn't include the fundamentals of rhythm games.JhowM wrote: 43266m
Now you two are missing the point of "danmaku" which is: multiple bullets of multiple types moving at multiple speeds with multiple patterns, AT THE SAME TIME.
Wow that's a lot of bullets xDtheowest wrote: tpu
This is something Tasha quickly scrapped together, so it's all made by him. It's extremely simple and far from being a functional game, thus the pre-prototype title. He's actively developing and trying to create this osu! based bulletstorm game, so let's hope for the best.
Unreadable mess, nowhere near what it should look like. I just quickly mapped this on top of djpop's diff to see how it would look. Nice visualization though.
You will hear some osu! notification sounds in this video, so don't get paranoid while watching this.
Well there are games like Symphony that are danmaku-esk with cursor movement.JhowM wrote: 43266m
which danmaku game you play with mouse ?w?w?w?w?[CSGA]Ar3sgice wrote: 5a44y
+888
doding danmaku with mouse is much easier than keyboard..
"Is this a Rhythm Game?" I think that is the only requirement for a potential gamemode in osu!. Sure, the bullets spawn to music, but the player would probably doing the opposite, slightly nudging themselves over every few milliseconds and only watching the aftermath of what appeared before them. Touhou causes ridiculous tunnel vision when playing, and the chance that players will even see what is going on 'rhythmically' above them is zero-to-none.TheVileOne wrote: 4cy22
The video is very close to how I imagine the gamemode to be like. Placed notes will explode into balls that the player must dodge with the cursor. I think drain should be constantly refilling with each ed object. Each time you touch a ball it will remove a chunk of HP. Hit too many balls and you will surely fail.
Surviving each object adds a combo and getting hit will either break your combo or give you less points depending on how much of the ball touches your cursor. A lenient combo break system would increase the variety of scores in the leaderboard and make mod usage more approachable. Your accuracy will be based on the number of times you got hit and how badly those hits were determined. If you make it to the end of the song without getting hit you get a perfect score.
Mods will provide an extra degree of challenge to those who request it. The standard mods would fit very nicely into the gameplay. Hidden would make the balls disappear and the player would have to dodge them without seeing them. Doubletime and flashlight would be exactly the same. Hardrock could make the balls larger or something or the balls could move faster from the center of the note.
The main issue is balancing the scoring system. Adding mods would make this gamemode exceptionally more difficult. It would be very hard to perform well with mods applied. Mods shouldn't make playing the game impossible. It wouldn't be worth the extra bonus.
this kind of really hard to dodge.theowest wrote: tpu
This is something Tasha quickly scrapped together, so it's all made by him. It's extremely simple and far from a functional game, thus the pre-prototype title. He's actively developing and trying to create this osu! based bulletstorm game, so let's hope for the best.
Unreadable mess, nowhere near what it should look like. I just quickly mapped this on top of djpop's diff to see how it would look. Nice visualization though.
You will hear some osu! notification sounds in this video, so don't get paranoid while watching this.
You got a valid point. All I am hoping for really is a rhythm-oriented game mode that works kinda like Danmakufu.TheVileOne wrote: 4cy22
I don't care if it's related to the rhythm or not. If peppy adds it, it would be a unique flare to osu! and I can guarantee people would play it. Imagine how many new players would osu! just because it has a Touhou-esque game in it. If you can translate the game nicely, it would be a big plus to osu! as a game.
You did the YouTube thing wrong, itsStarz0r wrote: 41313g
A better idea on how Touhosu! could work is this:
[youtube]LXktr7MLicY[/youtube]You have to put the Video Code, not the URL.
Well I do expect it to be somewhere close to touhou ranging from beginner to lunatic. Also I expect it to use mods such as hidden or fl to boost the score.battler077 wrote: 1g553q
based on that Touhosu! should be amazingly impossible(difficult)Taadashi wrote: 311l4s
Perhaps something like graze points in touhou? Another idea could be to subtract points each time the player's been hit.
battler077 wrote: 1g553q
there is a thread in GD with a video that may depict a bit of Touhosu!. i didnt see it yet because... 1 hr.. nextLuna wrote: b2w1p
What's your source for that? I can't seeing any indication of a dev actually working on this.
Just...What the hell is this?- [ U z z I ] - wrote: 6z1fl
Yo they spelling 'coming' wrong on their website.Trash Boat wrote: w6xj
peppy, i suggest you implement this mode as fast as you can, because a new rhythm game threatens to end your reign of popularity