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Wolfman2000 Trick Member


Joined: 02 Jul 2003 Location: Somewhere in NC |
0. Posted: Sun Apr 02, 2006 3:28 pm Post subject: SM Future Situation: Pump Holds |
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For those that aren't aware, I'm a sort of mini dev for Stepmania. Last night, an interesting discussion took place about the idea of including Pump It Up's hold system. At this time, SM is mostly based off of DDR/ITG, but I feel that it should be able to handle more.
Three different ideas have been brought up as to how to solve this situation.
1) My solution was to simply make a new arrow type, a Pump Hold. The hold would specifically grade at each 8th interval either the highest (or highest of a "jump"), or the lowest (which is usually Miss). Each grade would technically be an extra step in the system. My idea would technically allow people to have both DDR holds and PIU holds if one so wanted on any gametype.
2) roothorick's solution (the other active dev in the discussion) proposed that the gametype should decide how holds are treated. This means that on the normal, default gametype, holds act like they would on DDR, where if you let go, and don't get back on, they fail. Those that choose the Pump gametype and scoring system would have those same holds behave as they would on Pump, where if you let go, you suffer miss after miss until you step back on. This would theoretically be more accurate, but would prevent mixing and matching. Also, I'm unsure how rolls would behave on the Pump gametype.
3) A sort of semi-compromise solution was proposed. A new arrow type would be made, where if on the DDR game style, if you let go of the hold, you have slightly more time to get back on it, but on the PIU game style, it behaves as it should. If that sounds similar to my idea...well, this one was the most vague to me, and I'm trying to remember all that I can.
Note that nothing has been done yet in terms of actually making anything. I'm merely seeking out everyone's opinions about what they would like, and I'll report to the other devs of the findings to see what you guys want.
Oh yes; please keep this civil if possible. _________________
RIP Namco Cyberstation, Raleigh, NC |
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gasm Trick Member

Joined: 27 Apr 2005 Location: Montreal |
1. Posted: Sun Apr 02, 2006 4:39 pm Post subject: |
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I actually really like your idea. It would be great to mix and match. _________________
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sikraiken Trick Member


Joined: 05 Apr 2002 Location: FL |
2. Posted: Sun Apr 02, 2006 5:55 pm Post subject: Re: SM Future Situation: Pump Holds |
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Wolfman the Survival King wrote: |
1) My solution was to simply make a new arrow type, a Pump Hold. The hold would specifically grade at each 8th interval either the highest (or highest of a "jump"), or the lowest (which is usually Miss). Each grade would technically be an extra step in the system. My idea would technically allow people to have both DDR holds and PIU holds if one so wanted on any gametype. |
Pump holds don't always add to the combo in 8th intervals. It depends on what the chart is set for it to be. _________________
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GamesterX23 Trick Member

Joined: 05 Feb 2006
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3. Posted: Sun Apr 02, 2006 8:26 pm Post subject: Re: SM Future Situation: Pump Holds |
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SiKrAiKeN wrote: | Wolfman the Survival King wrote: |
1) My solution was to simply make a new arrow type, a Pump Hold. The hold would specifically grade at each 8th interval either the highest (or highest of a "jump"), or the lowest (which is usually Miss). Each grade would technically be an extra step in the system. My idea would technically allow people to have both DDR holds and PIU holds if one so wanted on any gametype. |
Pump holds don't always add to the combo in 8th intervals. It depends on what the chart is set for it to be. |
If theres no way to do this by finding the intervals it adds toyour combo in each chart, then you should still go ahead and make due with what IS possible. Most people that play pump at home vis atepmania probably play it in the arcade from time to time . . so they would know about how the freezes would be a bit different in the arcade combo-wise. I mean . . . adding at 8th note intervals IS a start(better than plain freezes) if you can't modify this for each chart. |
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Wolfman2000 Trick Member


Joined: 02 Jul 2003 Location: Somewhere in NC |
4. Posted: Sun Apr 02, 2006 8:31 pm Post subject: |
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None of the charts I have played seemed to use anything other than 8th notes. If you can point any out, though, I would appreciate it. _________________
RIP Namco Cyberstation, Raleigh, NC |
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Zeta Aspect Trick Member

Joined: 08 Nov 2005 Location: Vancouver, Washington |
5. Posted: Mon Apr 03, 2006 1:54 am Post subject: Re: SM Future Situation: Pump Holds |
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Wolfman the Survival King wrote: | 1) My solution was to simply make a new arrow type, a Pump Hold. The hold would specifically grade at each 8th interval either the highest (or highest of a "jump"), or the lowest (which is usually Miss). Each grade would technically be an extra step in the system. My idea would technically allow people to have both DDR holds and PIU holds if one so wanted on any gametype. | You win, Wolfman. _________________
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