I think project vitaru is more "osu-like" than this, and looks way better, need to wait full developement
I hope not.Winter Wyvern wrote:
That will be with character's equipment? Teleports, ghost form, short time immortality and more like that?
Unless you had some sort of target you had to hit to the beat, similar to project DIVA, so this could be an all-inclusive gamemode or somethingjockeytiyan wrote:
(why. Why do typos kill me every time)
Attack? If the player can attack, it should as well be only for points. However, seeing as it is, the proposal is really going for bullet dodging rather than a shooting game. So attacks would be unnecessary without any enemies to put in the first place, and without any purpose but just for points.
new mascoooooot!!! <3Edgar_Figaro wrote:
I also wonder who we will play as since obviously couldn't use actual touhou characters. Guessing a flying Pippi at first until it gets its own mascot
error_exe777 wrote:
do you think people like this idea
so like... 300+ bpm streams would be pretty much impossible. and jumps would be trivial (in terms of osu!std converts)GreenyNeko wrote:
511 posts yikes. Haha.
Here's some ideas I have these might be repeats though. Assuming it's based on already mapped maps.
Each beat(maybe with a cooldown?) spawns a single enemy, sliders spawn rows of the same enemy. Spinners represent a boss that shoots a special pattern.
Points are earned by successfully shooting enemies + extra points if you barely avoid a bullet and in the case of spinners by surviving the bosses pattern + extra points for hitting them. Combo breaks if you let an enemy getaway.
HP: determines recovery or total health.
CS: determines how many bullets are shot at the same time
AR: determines the speed at which the bullets fly and makes enemies stay longer maybe?
Mods
Easy: Less CS, less bullets, less AR, less bulletspeed, more HP
No Fail: You can't game over
Half Time: less bulletspeed, slower enemy fire rate, enemies spawn slower
Hard rock: more CS: more bullets, more AR: more bulletspeed, less HP, more enemy health
Sudden death: getting hit is game over
Perfect: getting hit or letting a normal enemy escape is game over
Double Time: more bulletspeed, faster enemy fire rate, enemies spawn faster (duh, might wanna make them escape faster?)
Nightcore: DT... I think some songs are already hard enough... if not add extra patterns matching the nightcore drum track
Hidden: Two ideas.. first: bullets disappear if they're within 1cm-x-millimeters of you, or vice versa? More funny if enemies and/or their bullets occasionally disappear (completely or barely visible camouflage effect) and reappear. Idk.
Or maybe allow "Fade In" doing that.. hm.
Flash light: could do like fade in, you only see around the player, or around the player + where you shoot (which would make sense given that you need to it things)
Autopilot: avoids all bullets for you and gives player enough time to kill the enemies at certain positions.
Spunout: an explosive removes all bullets from the boss pattern leaving giving you a time to take an extra break
Auto: avoids bullets kills all enemies.
Probably the hardest part would be balancing with maps that have a high amount of circles and sliders hmm.
Yeah that's why I think that limiting it to a cooldown like only x enemies can be spawned every y seconds.Lights wrote:
so like... 300+ bpm streams would be pretty much impossible. and jumps would be trivial (in terms of osu!std converts)
Mappers will figure out how to make stuff easy or hard if proper elements are implemented. I'd be more concerned with how well the mechanics allow to follow music. Evast has been experimenting with the Tohousu idea for a bit, but it's apparent that the Touhou style mechanics poorly translate to rhythmic type feel. If you take beats and shapes type mechanics on the other hand, that translates better but still not 100% imo.Yasa wrote:
but did OP actually put any thought into how difficult it would be to actually implement that in a way that was fun? Sure you can make bullets appear to the music in a number of different ways, but doing so in a way that that isn't too easy or too hard and most importantly is actually fun and makes the different beatmaps feel meaningfully different from one another seems an impossibly difficult task to pull off
I find this odd considering you posted this request over 11 years agoYasa wrote:
I'm somewhat new to Osu! so I don't remember when catch the beat or Taiko were added but transposition of taiko maps is just taking the timing and if there's a different beatsound for the rim hits, CTB is, more or less, just taking the X position of the beatmap to make the fruit.
Well I think the concept idea of sticking to Touhou style is rather limiting. We should consider something else imoYasa wrote:
With Touhosu! however, things are a lot less clear, and the relationship with any real sense of timing is tenuous at best. The original beatmap can be an x,y co-ordinate for bullet spawn points and timings. But how do you make that into genuinely interesting gameplay?
You'd be surprised what skilled players can doYasa wrote:
First of all, I think there needs to be an acceptance that on higher difficulties the bullets will make impossible to dodge patterns and some sort of bombing system is needed.
This is sooo cool, much better than what i've imaginated in all these yearsMLisDreaming wrote:
Hey, this is Touhosu by Bloom. You can play it now if you use the osu!lazer client. It's still in development, but I think this is exactly what this request is looking for.
https://www.youtube.com/watch?v=5VbSgDhFYMc