Closed 0auBSQ closed 2 years ago
About textures I might actually consider using the dan gauge ones (without the exam mark) to make it separate options for each difficulties with a slider, also using the same assets for the result screen
Decided to take this feature in a different way (implemented on the latest commit) :
Easy : Value x1.6 (Similar to a 50% pass line gauge)
Normal : Value x1.33 (Similar to a 60% pass line gauge)
Hard : Value x1.14 (Similar to a 70% pass line gauge)
To fill completely the gauge without misses (On Extreme/Oni) :
0-7 stars : 70.7% accuracy 8 stars : 70% accuracy 9/10 stars : 75% accuracy (Were the case for 11+ too until now) 11 stars : 78.5% accuracy 12 stars : 80.5% accuracy 13+ stars : 82% accuracy
Penalities for a miss/bad hit :
0-8 stars : Equivalent to 0.625x the fill value of a good hit 9/10 stars : Equivalent to 2x the fill value of a good hit (Were the case for 11+ too until now) 11 stars : Equivalent to 2.2x the fill value of a good hit 12 stars : Equivalent to 2.4x the fill value of a good hit 13+ stars : Equivalent to 2.6x the fill value of a good hit
The objective behind those choices is to make the game more equilibrated, making lower difficulty charts more lenient to clear (which is more welcoming for new players, since the values were based on the **Extreme** difficulty for every difficulties until now, as on TJAPlayer3) and very hard charts more challenging to pass, avoiding spam strategies for dense 11 stars and making the large medal gain for those levels more exigent to deserve and optain
Easy/Normal 60% Hard 70% Oni/Edit 80%