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(Sim-related) DDR super-theme project?

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Post #1 · Posted at 2010-04-14 08:37:50am 14 years ago

Offline Nightime
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Reg. 2008-10-18
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"ARR JOO LEADY??"
Just kinda throwing the idea out there - not sure if or how it would be pulled off, just yet. I was just wondering about general opinion on creating a branching-out kind of theme, where most game modes are accessible from the main title screen (directly) instead of fumbling through lots of options and submenu screens, each one set up to resemble a different DDR version that corresponds with it. Like:

Arcade Mode SINGLE/VERSUS = DDR X~X2
Arcade Mode DOUBLE = DDRMAX~5thMix
Arcade Mode 6-PANEL = DDR SOLO 2000
Arcade Mode (Group Select On) = DDR 4th Mix~PLUS
Event/Workout Mode = DDR EXTREME 2 or ULTRAMIX 2~4
Nonstop Mode = 3rd Mix
Challenge Mode SINGLE/SOLO = DDRMAX 2
Challenge Mode DOUBLE/VERSUS = DDR EXTREME
Magic/Battle Mode = DDR SuperNOVA 1~2
Endless Mode = DDR UNIVERSE 1~2


Some other ideas I was thinking of introducing includes is a bar-graph style Groove Radar which includes a new "Dizzy" rating for consecutive combinations of "L-D-R-U-L..." or reverses thereof (so a song like Ubertreffen or TRIP MACHINE will rate insanely high as compared with, say, SUNKiSS DROP or RHYTHM & POLICE)... along with a kind of "auto-predictor" for normal length stages' difficulty ranges (like total steps / 40 for X-style, / 55 for old-style), perhaps with some revision for longer stages, and an option (per player) to display either one; or implementing certain new "modes" like Dance Master, Street Master, or a variation of Dice Master (basically as alternative-method song-select screens, not necessarily involving "missions") as well as "Attack" mode from UM2-4, and correlating interfaces with them. That part's a bit easier said than done, but I don't see why it would be impossible - it's all just a creative reworking of song select screens after all, right?

Dance Master, for instance:
1. Rework "Group Select" to be like the inital sections.
2. Set song order to be determined by Light difficulty, unbatched, each song with it's "window screen" of data; display 3 of those per "page." Don't hint that you can simply scroll off one side, and continue the tracklist. lol
3. Set it so the song results screen skips you forward through the list so far. Naturally, boss-level songs will appear at the end, and how far it "pushes" you should be determined by a factor like Standard/Heavy difficulty, and given groups are usually 30-80 songs big, anticipate an entire cycle to be between 70~90 "pushes" forward (so mixes with fewer songs will simply loop around two or three times).
4. EXTRA/ENCORE stage will take care of the rest, all on it's own. If you want a "mission" approach, put it there.

Presumably, SMM wouldn't be too different, and "Dice Master" would simply rework the "Roulette" properties, and allow for a slight leeway - like making a 2D-grid based on Light ratings, then working from lower to higher, giving you so many "roulette spaces" to move, and then allowing lateral movement between them to count as "manual roulette moves." So 1st mix's "board" would look like:

0 Light (START)
1 Light [HYNBM]
2 Light [KFF] [TTW]
3 Light [bfly] [LGD]
4 Light [MF] [LB] [MIB]
5 Light [SB] [TRIP] [PARA]
*("5 or more" on last row, 6s would start after 5s) - all evenly spaced as banners or cropped/shrunk BG's.

10 songs / 3 turns = biggest roll is "3." So you get 3 rolls to move from "Start" (Roll a 1 = HYNBM) to "PARANOiA" (hardest song) and finish it. A roll of 3 from the start, for instance, would allow you to play "THAT'S THE WAY" or "butterfly." (Or if you really like HYNBM, you could move to KFF, and then back again.) Granted, you could play any difficulty on each turn (like a normal song select, options and all), Light difficulty is just used for board arrangement purposes.
https://i.imgur.com/C2il3tl.png
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