I just thought of a suggestion for the scoring system for Danmaku (I'm calling it that from now on, and I don't care what you gays call it.) and a few others below.
For every circle that spawns bullets from its origin in time, it would also spawn a point item that adds to the score when collected. These items will also appear at the end of the slider (not in-between or at the beginning). I'm not sure about how this would work for spinners though - maybe have it spawn at a random location after completion of the spinner?
Also note that these items should despawn after about two seconds (depending on OD?) as a challenge. Maybe more for spinners since they're random.
In the results, the final score should be = (Items Collected / Total Items) * 1,000,000.
And no, grazing bullets do nothing to your score.
Other suggestions:
For every circle that spawns bullets from its origin in time, it would also spawn a point item that adds to the score when collected. These items will also appear at the end of the slider (not in-between or at the beginning). I'm not sure about how this would work for spinners though - maybe have it spawn at a random location after completion of the spinner?
Also note that these items should despawn after about two seconds (depending on OD?) as a challenge. Maybe more for spinners since they're random.
In the results, the final score should be = (Items Collected / Total Items) * 1,000,000.
And no, grazing bullets do nothing to your score.
Other suggestions:
- BPM x Slider Velocity = Actual speed of bullets (but it should have a limit of sort so it doesn't result in an instant massacre)
- Player's speed = Like CTB, it should be fixed at a certain point
- Approach circles will appear as visible as possible in the background to indicate the spawning of bullets in that particular position
- When the song ends (or the last note of the beatmap), the game should only end once there are no remaining bullets on-screen and remaining point items are collected/despawned.