By gameplay metrics I specifically mean judgements and lifebar mechanics.
- ability to define the amount of judgements, their timing windows, the judgement at which recalcs start and their scoring (don't forget holds, rolls, mines and misses)
- ability to define the lifebar(s), what values they use (0.0 to 1.0 float or 0 to 1000 int), their starting points, damage and health recovery values, CTRL min and max values, delay timer and amount of auto-regeneration
- ideally also a way to define grades ("names" and score thresholds) for the new scoring
related to this
- ability to simulate multiple game metric environments. ITG would always be enabled and hardcoded into the engine.
I'm one of those people who's very much in favor of moving on from the old In The Groove 2 r23 mechanics, and this would allow for more experimentation again without being locked out of existing ITG leaderboards. I believe all the mentioned options should be enough to recreate Waterfall/4PE gameplay, but I'd also love to see more experimentation unrelated to WF.
By gameplay metrics I specifically mean judgements and lifebar mechanics.
related to this
I'm one of those people who's very much in favor of moving on from the old In The Groove 2 r23 mechanics, and this would allow for more experimentation again without being locked out of existing ITG leaderboards. I believe all the mentioned options should be enough to recreate Waterfall/4PE gameplay, but I'd also love to see more experimentation unrelated to WF.