View Full Version : Official Idea Thread
Yanah_God
06-25-2006, 12:43 PM
Yeah, so heres one:
Instead of just moving your mouse over a panel to get it, you have to also click. That would put some form of rhythm into the game, and it would be possible to avoid negative scores and make it less likely for someone who sucks to get a decent score.
deltro300111
06-25-2006, 12:48 PM
The game's relatively organic, and closer to a musical feel as it is. Adding clicking would really any kind've euphoria this game could incite.
Yanah_God
06-25-2006, 12:51 PM
Maybe, but then I guess the simfiles could just not have streams, which don't do anything but skyrocket the score.
I've got another:
I don't know how the files look, but if it's something like a number for each direction like in FFR or SM, change it so the number is the degree from which the panels come, so instead of something like
1002003004
It could be
360 000 000 090 000 000 180 000 000 270
That way the arrows don't come from one of four directions, but one of 360 degrees
lord_carbo
06-25-2006, 01:04 PM
On the score table, there should be a bar that goes along the 80% mark so I can tell where I screwed up my combo =/
talisman
06-25-2006, 04:05 PM
the 360 degree thing is an idea I had as well... why are they just using four settings when you could use all three hundred and sixty?
zigs_dk
06-25-2006, 05:55 PM
the 360 degree thing is an idea I had as well... why are they just using four settings when you could use all three hundred and sixty?
cause with only 4 would it be able to use the original ffr files
talisman
06-25-2006, 06:37 PM
not like it would be hard to add something that just adds a random value "x" to the degree value of the translated ffr files (0, 90, 180, 270). and if this "shuffle" didn't work out, you could just reconfigure the positions yourself.
my personal feelings thus far is that the difficulty curve gets really steep really quickly. the wrist just isn't as easy to control as the fingers.
Synthlight
06-25-2006, 07:44 PM
my personal feelings thus far is that the difficulty curve gets really steep really quickly. the wrist just isn't as easy to control as the fingers.
Trust me when I say it's just because you are not used to it. DDR/FFR etc had the same feeling way back when I first started. Some people are hitting up to 95% accuracy on that level and I consider that level fairly advanced.
Cheers,
Synthlight
Lightknight924
06-25-2006, 08:02 PM
I'm sure this has already been thought of but how about a health bar?
lightdarkness
06-25-2006, 08:04 PM
I'm sure this has already been thought of but how about a health bar?
You can't fail though... I can't see a need for a "health" bar, but perhaps a progress bar?
sertman
06-25-2006, 08:06 PM
Basically, I had an idea similiar to this game before it came out, but it was more following a line (think: one long hold note in the style of SpinItUp that rotated around the 360 degree circle).. and an accuracy system similiar to this.
However, mouse or keyboard will control it? For those without wired mouses, the game is almost unplayable
naijen
06-25-2006, 08:29 PM
How about a little bar or box that shows your average percent as you play, instead of a lifebar.
deltro300111
06-25-2006, 10:20 PM
or you could have a lifebar based on the average percent, for easier viewing.
Varia
06-26-2006, 12:28 AM
Mines? If you hit one, you get some kind of disability. Reverse, can only move bar half speed, gravity (the bar thing constantly sinks downward at 10(?) degrees per second), slippery (the bar thing doesn't stop when your mouse stops, but kind of glides a little), etc etc
Snapps
06-26-2006, 12:43 AM
Make it so that when you get any percentage the bars disappear instead of fly off the screen.
Jammer325
06-26-2006, 02:16 AM
how about in the result screen the bars that are 100% are a different color... Red maybe, and those that are below 80% are yellow or something.
Oh and while you are in the game, if the little cursor thing is on the 100% spot it changes a different color?
MalDON
06-26-2006, 02:46 AM
Well, I noticed that sometimes it is hard to tell which one is closer when they are moving faster. I'm not sure baout how to fix it but I have an idea.
As the "curves" are movinging towards the outer circle, they change color. IE, blue = far, red = closer. Might help out a little bit more.
naijen
06-26-2006, 09:01 AM
As far as colors go, just add a noteskin type effect so that you can differentiate between quarters, eigths, etc.. that should be enough. Constantly changing colors would really throw people off.
MooMoo_Cowfreak
06-26-2006, 10:04 AM
I think a good idea would be freeze bars. You could move your mouse along a consistintly flowing bar and have to travel with it the entire time, untill it ends of coarse.
That is all.
Draigun
06-26-2006, 12:47 PM
Make it so that when you get any percentage the bars disappear instead of fly off the screen.
YES, because on the trill.. it screws me up seeing the bars that I had already hit still flying forward.
I think a good idea would be freeze bars. You could move your mouse along a consistintly flowing bar and have to travel with it the entire time, untill it ends of coarse.
It's already been announced on the first page. I'm pretty sure it's the "waves" they were talking about.
AasumDude
06-26-2006, 12:54 PM
You can't fail though... I can't see a need for a "health" bar, but perhaps a progress bar?
absolutely. I'd LOVE to see how well I'm doing.
sertman
06-26-2006, 01:15 PM
I think a good idea would be freeze bars. You could move your mouse along a consistintly flowing bar and have to travel with it the entire time, untill it ends of coarse.
That is all.
That was my idea for a game like this in the first place...i think it would work better then the notes right now
Necamus
06-26-2006, 02:40 PM
Needs a start button so the game doesn't start as soon as it has loaded. I always miss the first one because of that.
djsterf
06-26-2006, 02:50 PM
What about minefield sections? Have a dark red spot come up, and you have to completely avoid the mine. Probably have it +/- 20% on each segment (so for example: from 18 degrees to 72 degrees could be a mine spot) so you could still get 80% on a valid spot on any given side and not hit the mine. If you do that, you could also have a click be a 'center panel' so you can avoid a full-circle mine.
Yanah_God
06-26-2006, 02:54 PM
Um, that would make it impossible to get a perfect score.
djsterf
06-26-2006, 03:33 PM
Ghetto Illustrations:
Segmented mines -- just move your mouse to the right segment within the 80% or better range to avoid these mines and hit the correct segments.
http://www.djsterf.net/newddr/mineset1.jpg
Full-circle mine -- click and hold until these pass.
http://www.djsterf.net/newddr/mineset2.jpg
That looks retardedly hard to do.
pumpkinking
06-26-2006, 05:24 PM
I really like this game. I personally have a wireless mouse and I am having no problems at all(my best score is an 89.72). My only real sugestion would be that when you have percentages on the bottom to have them not be upside down. they can still "curve" with the bar but just flip em around so that they are right side up. Main reason for this is I like to be able to see how accurate the ones on the bottom are more easily.
SyncX
06-26-2006, 11:04 PM
I really enjoy playing this game and it is actually kind of addictive. I think that it would be nice to have a song progression bar (It would tell you how far you are into the song), the ability to change the appearance of the bars (A noteskin style type of thing, just as someone else suggested, certain colors for certain notes like 'NOTE' in StepMania), another idea would be being able to create your own song files and being able to open them up and play them, and just as someone else suggested instead of using 4 directions using all 360 degrees.
djsterf
06-27-2006, 01:23 AM
Also if you can disable the Play/Forward options on the Right-click menu. I just got 100% on the first arrow, clicked Forward, and it calced it as 100%.
Either that or:
Don't calculate each segment as an average, but rather as a ratio to the entire song (so if you hit the first arrow at 100% and there are 100 segments in the song, then calc it to be 1%).
What about progressive %age readings if you implement it that way? That would be sweet.
[Edit - Example: Have a display at the top so that say, at 50 segments into a 100-segment song, the display at the top would read 48.02% or w/e the player's % is. ITG-esque]
Ninja_Monkey
06-27-2006, 01:14 PM
Remove the mouse cursor from the screen so it looks like you're just the bar itself. incorporate clicking. Note colors. Yeah.
SyncX
06-27-2006, 04:03 PM
In the recent update there is a "jump" or double note and in order to get them on target you must press ‘X’ on your keyboard, if this is a mouse driven game, why are we using the keyboard, why cant we just click to activate the "jump" or double mode? I think it would be one small step into giving the game its ‘unique’ feeling.
talisman
06-27-2006, 04:08 PM
I think both ninja and sync have good ideas here.
Snapps
06-30-2006, 10:07 AM
Have you guys thought about speed mods and BPM speeds for showing songs yet?
I don't want to see this game with a C300 like FFR, haha.
lightdarkness
06-30-2006, 10:49 AM
Just because it's mouse driven, doesn't mean you can't have keyboard elements to spice it up...
dascookieman
06-30-2006, 11:08 AM
Mines is an insanely cool idea.
I think the most important thing is note though, but synth replied in my thread that it was in the works so I guess we shouldn't keep going on about that
SethSquall
07-4-2006, 07:57 AM
Yeah, so heres one:
Instead of just moving your mouse over a panel to get it, you have to also click. That would put some form of rhythm into the game, and it would be possible to avoid negative scores and make it less likely for someone who sucks to get a decent score.
I think this is a good idea as you can do holds. Prehaps you could click and hold certian waves and it would charge your bar up. Then you could fire them and catch them at the other side for double points. Sorta like my bounce idea, just more complicated and hard.
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