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.
The following is just my opinion, I'm not saying "your concept is bad, you should change this and that", just pointing some stuff out.
Mithost: you could achieve that having some other bullets moving diagonally a bit slower, with less space between them or faster and more spaced than the other bullets, but never being on the player's path on the time of the beat so he/she can dodge them while still focusing on the main bullets, for example.
Oinari-sama: mouse control is not good for bullet dodging, especially because of how the speed works for cursor (think about CtB with relax, please do so); constant movement speed = good.
Other thing is bullet size changing: it is not good in ANY way; you should focus on bullet ammount rather than size. Where have you seen a danmaku game with bullet size changing between difficulty levels ?????????? There should be a fixed set of bullets, each with their own sizes and be the same in all maps/diffs (maybe set bullet kind by hitsound/new combo/whatever). You could make use of bigger bullets more frequent, but not turn all bullets into big bullets.
And yeah, putting accuracy there is (almost?) impossible without killing the real point of danmaku.
The following is just my opinion, I'm not saying "your concept is bad, you should change this and that", just pointing some stuff out.
Mithost: you could achieve that having some other bullets moving diagonally a bit slower, with less space between them or faster and more spaced than the other bullets, but never being on the player's path on the time of the beat so he/she can dodge them while still focusing on the main bullets, for example.
Oinari-sama: mouse control is not good for bullet dodging, especially because of how the speed works for cursor (think about CtB with relax, please do so); constant movement speed = good.
Other thing is bullet size changing: it is not good in ANY way; you should focus on bullet ammount rather than size. Where have you seen a danmaku game with bullet size changing between difficulty levels ?????????? There should be a fixed set of bullets, each with their own sizes and be the same in all maps/diffs (maybe set bullet kind by hitsound/new combo/whatever). You could make use of bigger bullets more frequent, but not turn all bullets into big bullets.
And yeah, putting accuracy there is (almost?) impossible without killing the real point of danmaku.
I agree with this, everyone who have supported this should have their own image of how this could work.Oinari-sama wrote:
Each person should feel free to propose their ideas