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 pass 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.
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 pass 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.