Hey guys!
So I’ve come out of my hidey hole to try and put across my idea for a new Osu! gamemode that I’ve been thinking about. I’m calling it Osu!Mix for now. It originated from my love of SDVX but I wanted to create a mode that people could enjoy with similar elements but without a specialised controller. With Osu!next coming out soon I know that this won't really be taken seriously since nobody has the time to even think about this, but I just wanted to put the idea across.
Visual aid and terms.
Below is a quick scribble of what the turntable would look like. I don't like the way things are scaled right now, but it puts the basic idea across.
1. Widget
2. Track
3. Note
4. Source
Gameplay:
This game requires 3 buttons and a cursor.
The screen consists of a big circular turntable. The idea of the mode is to move the widget on the outside of the turntable with your cursor to trace the path of the track as it approaches, similar to how SDVX’s analogue system works. When the track is moving clockwise, the colour is blue. When it is moving counter clockwise, it turns red. Along with the track, notes will also appear from the Source and are hit by two rhythm buttons (just like in standard) in time. Notes cannot be sliders. There is an extra button called the “Remix!” button. This is pressed whenever the track jumps and changes speed or direction. The track will be an orangey-yellow when the Remix button must be pressed. Remix sequences can be held. The track will be clearly marked with a special note graphic for the beginning and end of the Remix sequence.
When converting standard into mix:
Circles become Notes. Sliders will be speed remixes. Repeat sliders will be direction remixes. Spinners will be considered as sliders possibly? We could also consider the idea of spinners being in mix, where you hold the remix button and try to spin as much as possible, and the new path begins at a particular point where you have to end your spinner.
Scoring:
I’m at a small impasse for the scoring system as I can’t decide on whether the scoring system should be similar to that of mania or standard; whereby the score is maxed at 1,000,000 and each note is weighted and combo is irrelevant or the score is uncapped and combo ticks from just staying on track will lead to stupidly high scores.
Either way, the tick rate for staying on track will be controlled by the OD. Missing 1 tick will not affect the combo like a slider break in standard. Missing the next tick directly after that will count as a combo drop. Hit types for the notes will be following standard values of 300 (and possibly 300+ as stated earlier when talking about mania), 100, 50, and 0/miss. If the score system goes in the standard direction, the score gained for each tick should be something mediocre like 5 points or maybe even 1 point.
Stats and Mods:
CS: Determines the thickness of the Widget and the Track.
AR: Determines the approach speed of the track.
OD: Same effect as standard. Also governs how strict the time window is for “Remix!” jumps.
HP: Rate of HP drain. At higher rates, almost Fatal HP is lost when off-track.
---
EZ: Same effect on CS, AR, OD and HP as standard.
NF: Can’t fail.
HT: Same effect on tempo as standard.
HR: Same effect on CS, AR, OD and HP as standard.
SD/PF: Same effect as on standard.
DT/NC: Same effect as on standard.
HD (FO): Causes notes and the track to disappear as it approaches the widget zone.
FL (FI): Causes notes and the track to appear as it approaches the widget zone.
RL: Don’t need to press the rhythm buttons or the Remix button.
AP: Don’t need to control widget movement.
TP: N/A
SO: N/A
Possible Flaws:
• As previously discussed, the scoring system might be a shamble.
• The mode will be very difficult to be completely skinnable. At best, colours can be changed in the skin.ini.
• It’s gonna be a bitch to program, especially getting shapes right, getting slightly curvy things to come out and then grow and become more curvy just makes my brain hurt. If I were pitching this to myself as a programmer, I'd say no.
Feel free to hammer away at everything about the mode, and thanks for reading.
So I’ve come out of my hidey hole to try and put across my idea for a new Osu! gamemode that I’ve been thinking about. I’m calling it Osu!Mix for now. It originated from my love of SDVX but I wanted to create a mode that people could enjoy with similar elements but without a specialised controller. With Osu!next coming out soon I know that this won't really be taken seriously since nobody has the time to even think about this, but I just wanted to put the idea across.
Below is a quick scribble of what the turntable would look like. I don't like the way things are scaled right now, but it puts the basic idea across.
1. Widget
2. Track
3. Note
4. Source
This game requires 3 buttons and a cursor.
The screen consists of a big circular turntable. The idea of the mode is to move the widget on the outside of the turntable with your cursor to trace the path of the track as it approaches, similar to how SDVX’s analogue system works. When the track is moving clockwise, the colour is blue. When it is moving counter clockwise, it turns red. Along with the track, notes will also appear from the Source and are hit by two rhythm buttons (just like in standard) in time. Notes cannot be sliders. There is an extra button called the “Remix!” button. This is pressed whenever the track jumps and changes speed or direction. The track will be an orangey-yellow when the Remix button must be pressed. Remix sequences can be held. The track will be clearly marked with a special note graphic for the beginning and end of the Remix sequence.
When converting standard into mix:
Circles become Notes. Sliders will be speed remixes. Repeat sliders will be direction remixes. Spinners will be considered as sliders possibly? We could also consider the idea of spinners being in mix, where you hold the remix button and try to spin as much as possible, and the new path begins at a particular point where you have to end your spinner.
I’m at a small impasse for the scoring system as I can’t decide on whether the scoring system should be similar to that of mania or standard; whereby the score is maxed at 1,000,000 and each note is weighted and combo is irrelevant or the score is uncapped and combo ticks from just staying on track will lead to stupidly high scores.
Either way, the tick rate for staying on track will be controlled by the OD. Missing 1 tick will not affect the combo like a slider break in standard. Missing the next tick directly after that will count as a combo drop. Hit types for the notes will be following standard values of 300 (and possibly 300+ as stated earlier when talking about mania), 100, 50, and 0/miss. If the score system goes in the standard direction, the score gained for each tick should be something mediocre like 5 points or maybe even 1 point.
CS: Determines the thickness of the Widget and the Track.
AR: Determines the approach speed of the track.
OD: Same effect as standard. Also governs how strict the time window is for “Remix!” jumps.
HP: Rate of HP drain. At higher rates, almost Fatal HP is lost when off-track.
---
EZ: Same effect on CS, AR, OD and HP as standard.
NF: Can’t fail.
HT: Same effect on tempo as standard.
HR: Same effect on CS, AR, OD and HP as standard.
SD/PF: Same effect as on standard.
DT/NC: Same effect as on standard.
HD (FO): Causes notes and the track to disappear as it approaches the widget zone.
FL (FI): Causes notes and the track to appear as it approaches the widget zone.
RL: Don’t need to press the rhythm buttons or the Remix button.
AP: Don’t need to control widget movement.
TP: N/A
SO: N/A
• As previously discussed, the scoring system might be a shamble.
• The mode will be very difficult to be completely skinnable. At best, colours can be changed in the skin.ini.
• It’s gonna be a bitch to program, especially getting shapes right, getting slightly curvy things to come out and then grow and become more curvy just makes my brain hurt. If I were pitching this to myself as a programmer, I'd say no.
Feel free to hammer away at everything about the mode, and thanks for reading.