Each person should feel free to propose their ideas, cause I think peppy will do things his way at the end of the day so there's no need for us to "finalise" our discussions. Our discussions here only serves as peppy's inspiration so feel free to organise your ideas and post them here.
So here's my take on how Touhosu can be implemented. It's going to be a long post so I'll try to use as many pictures as possible to make it easier to read. Bear with me
NOTE: This post is unfinished.
I saw the video Sakuya uploaded when I was half way through putting my ideas together. The game mechanism shown in that video is very clean and simple and it made me wonder if the stuff I'm proposing here is too complicated to code. I guess I'll leave this post as is unless people think it's worth digging deeper.
So here's my take on how Touhosu can be implemented. It's going to be a long post so I'll try to use as many pictures as possible to make it easier to read. Bear with me

Basic Gameplay Concept
BASIC GAMEPLAY CONCEPT
Similar to TH9.5 "Shoot the Bullet," the player will not be firing any of her danmaku at the boss. The focus of the game will be dodging bullets and get high scores. Yes, that means NO BOMBS.
Health/HP Bar
Player starts with full health. There is a constant HP drain as soon as the map section starts, ie if a player sits there and do nothing he/she will die (fail).
Each hit objects (explained later) cleared will give the player some health back. To pass a map the player must constantly clear hit objects throughout the map.
Another way to lose HP is to get hit by the bullet. A "hit" is only registered when the "hit box" touches a bullet (refer to the picture below).

Hit Objects
The basic building block in this idea is an invisible string connecting 2 adjacent bullets together.
A Hit Object is cleared when the player passes through the gap between 2 bullets (break the string). Once cleared, a hit object cannot be activated again.



Player Control
Similar to TH9.5 "Shoot the Bullet," the player will not be firing any of her danmaku at the boss. The focus of the game will be dodging bullets and get high scores. Yes, that means NO BOMBS.
Health/HP Bar
Player starts with full health. There is a constant HP drain as soon as the map section starts, ie if a player sits there and do nothing he/she will die (fail).
Each hit objects (explained later) cleared will give the player some health back. To pass a map the player must constantly clear hit objects throughout the map.
Another way to lose HP is to get hit by the bullet. A "hit" is only registered when the "hit box" touches a bullet (refer to the picture below).
Hit Objects
The basic building block in this idea is an invisible string connecting 2 adjacent bullets together.
A Hit Object is cleared when the player passes through the gap between 2 bullets (break the string). Once cleared, a hit object cannot be activated again.
Player Control
- Mouse/tablet movement to navigate Player position
- Up/Down/Left/Right Arrow (remap-able) "blinks" Player towards that direction (at fixed pixel distance) and cuts the string in its path
- Once the button is released, the player "blinks" back to the cursor location prior to the button press
Mapping & Design
MAPPING & DESIGN
Mapping
Basic map mapping should be exactly the same as osu standard, so that an existing osu standard map can be "translated" and played without extra tweak.
Additional "annoyance" objects (eg laser, ootama) can either be scripted for existing maps, or added by mappers for new submissions. The purpose of these additional annoyances are to discourage Player camping at the same spot.
The distance between 2 bullets (or "string length" as referred to from here on) is directly proportional to the length of a note. It'll be easier to visualise by the following figure.

Map Difficulty Settings
HP Drain Rate = same definition as osu standard
Circle Size = Size of bullets (larger bullets reduce the "string length")
Approach Rate = Speed of bullets
Overall Difficulty = same definition as osu standard
Mapping
Basic map mapping should be exactly the same as osu standard, so that an existing osu standard map can be "translated" and played without extra tweak.
Additional "annoyance" objects (eg laser, ootama) can either be scripted for existing maps, or added by mappers for new submissions. The purpose of these additional annoyances are to discourage Player camping at the same spot.
The distance between 2 bullets (or "string length" as referred to from here on) is directly proportional to the length of a note. It'll be easier to visualise by the following figure.
Map Difficulty Settings
HP Drain Rate = same definition as osu standard
Circle Size = Size of bullets (larger bullets reduce the "string length")
Approach Rate = Speed of bullets
Overall Difficulty = same definition as osu standard
Spinners
If there's spinner in Touhosu at all, I can think of 2 ways to do this:
- Fast rotating laser (constant rate). Player moves with the cone to stay safe. Player gains more bonus point by staying further away from the centre of rotation.
- Random stationary Danmaku filling the screen. Player's Grace circle activates. Free hand movement, grace for bonus points (you can still get hit and lose HP)
NOTE: This post is unfinished.
I saw the video Sakuya uploaded when I was half way through putting my ideas together. The game mechanism shown in that video is very clean and simple and it made me wonder if the stuff I'm proposing here is too complicated to code. I guess I'll leave this post as is unless people think it's worth digging deeper.