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:
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.
My idea for a rhythm game combines both games in a 50/50 split, where both games have equal representation, and the game feels like both games. Let me explain. Danmaku games are about dodging bullets and staying alive. Rhythm games are about performing actions to the music that is playing. My idea is about dodging bullets to the music. You still dodge bullets, and you still move to the rhythm. 50/50 split.
One thing that was not shown in the picture was other note types. The main point of them will be to limit certain movement lanes and make it so you have to find safe zones (sound familiar?) without being able to camp. Certain bullets will force you to move right instead of left or vice versa, and the lasers would temporarily limit the ability to access the lane you were in when it started charging. Accuracy will also emulate a sort of "graze" system, where if you do a note perfectly, you would get an extra bonus (kind of like the rainbow 300's in osumania being worth 320 base points instead of 300). On top of that, I was thinking of adding a "deathbombing" system, where you could prevent one combo break (receiving a 100 or 50 instead of a miss) by using a one-per-song bomb attack. The bomb could also be useful for clearing out a few beats worth of bullets if you need time to think. This is the touhou part of everything. The only thing missing is vertical movement and a "focus" feature.