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Hit Objects
Sentakki has 5 hit object types and 2 modifiers which require the user to act in a specific way, providing a unique gameplay experience.
All of sentakki's note types work differently. They reward the user depending on timing and the object type itself.
As of now, sentakki has 5 note types:
For more information about the scoring of each object, see scoring.
These notes will appear from the center and move outwards. Tap them as they intersect the ring to get as much score and accuracy as possible.
TAPs can appear yellow when another note has the same starting time.
HOLDs require the user to first tap on the note, and later hold it until its tail will reach the ring. Holds are composed of two timed judgements, meaning that the tap and the release are independently judged.
If the user releases a HOLD prematurely, they may "re-catch" the note without penalty if done within a short timespan, after which the judgement slowly goes down, capping at a "Good" judgement if the player does eventually re-catch the note.
TOUCH HOLDs always appear at the center of the playfield, and require the user to hold them as long as possible. They do not have a strict timing window, the judgement is determined based on how long the player held it down.
SLIDEs are composed of two separate hit objects. A TAP using a star, and a slide body which composed of numerous chevrons.
The TAP behaves exactly like the regular counterpart, also having the ability to possess the BREAK and EX modifier.
The SLIDE part is a hit object that varies in distance and shape. The user must roughly trace the entire path to complete it, with its speed indicating the time to complete the SLIDEs duration. Tracing can be done as early as after the TAP note, and does not need to be in sync with the animation as SLIDEs only check if the path was traced in a specific time window.
SLIDEs bodies can also contain the BREAK and EX modifiers.
These are similar to TAP notes, except they can appear anywhere inside the ring. They can't appear on the ring itself, or outside the ring. They are pretty easy to time correctly, as they have a more lenient time window than rest of the objects.
These notes also do not block input, so they can be hit with other notes at the same time.
Sentakki's hit objects can sometimes have modifiers, which slightly alters how they are scored. As of now, there are two modifiers:
The BREAK modifier enhances the scoring of existing notes by multiplying their weighting by 5.
Notes with the BREAK modifier will have a deep orange color, which takes priority over other potential colors notes may have. Since notes with a BREAK modifier reward the user with a bigger amount of score, it's important to be as accurate with them as possible to achieve a higher score.
This modifier simplifies the judgement of a note to always be at least a "Perfect" judgement even if without the modifier that wouldn't be the case. The EX modifier can be easily be distinguished thanks to its glow-like look. "Critical" judgements still can be achieved when a note has the EX modifier, so the user should try to still be accurate regardless of the modifier
This modifier can be combined with the BREAK modifier as well.
Every object in sentakki rewards the user different scores and accuracy depending on timing and the object itself.
For an overview of the score and accuracy all objects reward the user with, see the following table:
Judgement | Scoring | Multipliers | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Normal | EX | TAP | TOUCH | TOUCHHOLD | HOLD | SLIDE | BREAK | |||
Miss | 0 | x 1 | x2 | x3 | x5 | |||||
Good | 100 | 32.78% | 300 | 98.36% | ||||||
Great | 200 | 65.57% | ||||||||
Perfect | 300 | 98.36% | ||||||||
Critical | 305 | 100% | 305 | 100% |