Blade Symphony beta update – Quick balance patch

May 15, 2013 by Michael Zehnich

We bring you a small patch today to address some balance issues, fix some bugs and add kick call voting. Here’s the notes:

 

Changelog for version 0.01.01308 

Ryoku

  • Reduced tracer amount for fast stance
  • Gave fast stance some breaks in-between
    • increased lock duration for Ryoku fast 1 t1 from 0.24s to 0.32s
    • increased lock duration for Ryoku fast 2 t1 from 0.28s to 0.30s
    • increased lock duration for Ryoku fast 3 t1 from 0.28s to 0.50s
    • increased lock duration for Ryoku fast 5 t1 from 0.26s to 0.80s
    • increased lock duration for Ryoku fast 6 t1 from 1.40s to 1.60s
  • Very slightly slowed heavy forward

 

Phalanx

  • Reduced damage for Balanced side (from 24 to 20)
  • Increased lock duration for Balanced Right T1 (from 0.85s to 0.95s)
  • Increased damage for fast stance
    • increased damage for Phalanx fast 1 (t1: 10 -> 12, t2: 12 -> 14, t3: 16 -> 18)
    • increased damage for Phalanx fast 2 (t1: 10 -> 12, t2: 12 -> 14, t3: 16 -> 18)
    • increased damage for Phalanx fast 3 (t1: 5 -> 16, t2: 6 -> 18, t3: 10 -> 22)
    • increased damage for Phalanx fast 4 (t2: 12 -> 18, t3: 16 -> 25)
  • Increased cooldown for Phalanx fast 3 and 4
    • increased lock duration for Phalanx fast 3 (t1: 0.4s -> 0.6s, t2: 0.65s -> 0.7s)
    • increased lock duration for Phalanx fast 4 t1 from 0.7s to 0.85s

 

Gameplay

  • Made side attacks add to string counter once again
  • Made side attack cancels only work when string counter is not maxed out
    • This means Phalanx can chain two balanced side attacks but the third will come out at regular timings (non canceled)
    • This also means Phalanx can switch to fast stance and chain two fast side attacks if he wants
    • This means Phalanx can only chain from a single side heavy down to lesser stances, etc.
  • Reduced damage of throwing weapon from 20 to 15
  • Decreased Tier 2 time from 1.25 seconds to 1.0 seconds
  • Patching an issue with cooldown timers from actions like feint and block overriding dash cooldown
  • Increased lag compensation distance
  • Made players stop kneeling when hit
  • Disabled throwing star homing in pure FFA (non private duel or team duel)
  • Fixing input buffering for attack cancel
  • Slightly tweaked tracer parry hitbox

 

Graphics

  • Fixing issues where the run upper body animation will keep playing when running against a wall
  • Improved camera clips on Winter
  • Made the flame song sword more metallic looking
  • Fixed disappearing structures in District

 

UI

  • Prevented chat history from fading out
  • Added vote kick option
  • Fixed chat history clearing

 

 

 


 

Blade Symphony beta update – Running with scissors?!

May 11, 2013 by Michael Zehnich

Hello everyone, today we have a very Jedi-licious patch for you. One of our goals recently has been to try and address the lack of freedom of movement in the game, with many actions locking you in place for the duration of the action, or moving you along with the animation of an attack. This is common practice for just about every traditional fighting game, but it just doesn’t translate well into a more free-form 3D environment. So, we’ve been trying to allow movement during a lot of the more annoying “lockdown” actions.

In the last patches, we let you move while blocking stars or being hit. In this patch, we’re trying something a bit crazier, and ironically back to the roots of our inspiration: movement while swinging an attack. So far it’s only enabled for Phalanx’s balanced side attacks and Judgement’s heavy side attacks.

In addition, we added another reminiscent feature in being able to cancel a side attack into an opposite side attack (i.e. a left attack into a right attack). This cuts off the recovery of the first side attack, and allows for some neat gameplay options, especially with Judgment and Ryoku’s more elaborate tier 2 and 3 side attacks.

Another small but very gameplay impacting change that we added was attacking activating your action cooldown. What this basically means is: if you attack, your dash goes on cooldown as if you had just dashed. Shuffle as well, although we’re thinking about removing that from this timer. This means you can no longer poke and dash away, and it really makes fights more grounded, in-your-face and visceral.

In addition to the above changes we’ve got a bunch of other gameplay tweaks, call voting for per-arena game modes (!) and other stuff. Have fun and may the Force be with you!

 

Changelog for version 0.01.01286

Gameplay

  • Added experimental upper body only attack for judgement heavy left and right and Phalanx balanced left and right T1
  • Added experimental left/right attack canceling. When using side attacks, you can now cancel half of the current attack by attacking in the opposite direction.
  • You can no longer dash right after attacking. Attacking will effectively use up your dash cooldown
  • Air attacks now beat heavy stance in parries (but still lose to everything else).
  • Combo pushback amount increased back to before last patch.
  • Made air stun turns the player according to knockback direction.
  • Juggling is now possible again.
  • Made roll/shuffle reset turn rates so their movement feels less weird.
  • Made mirrored grabs cause deflection rather than stun/interrupt. Added a new animation for this.
  • Reduced penalty for sword clash vs world.
  • Turn penalty on hit is reduced.
  • Made soft collision during attacks stronger so players shouldn’t clip into each other as much

 

Phalanx

  • Slowing down Phalanx Balanced Right attacks slightly.
  • Slowing down Phalanx Balanced Left T2.
  • Replaced Phalanx Balanced Left T1 and Right T1 with moveable attacks.
  • Slowing down Phalanx Heavy Left and Right T2 and T3 to reflect the ability to cancel side attacks.

 

Ryoku

  • Reduced knockback for Ryoku Fast 3, 4, 5.
  • Slightly increased locktime for Ryoku Fast 6
  • Reduced startup time and speed for Ryoku Balanced Left Tier 1 and Balanced String 1 T1
  • Reduced lock time for Ryoku Air Left T1 and Right T1

 

Judgement

  • Replaced Judgement Heavy Left T1 and Right t1 with moveable attacks.
  • Adjusted these damages and lock times accordingly (damage from 40 to 30).
  • Slowed startup time for Judgement Balanced Left T1.
  • Slowed startup time for Judgement Balanced Forward T1.

 

Katana

  • Katana now takes chip damage on block (1 health per hit).

 

Throwable Weapons

  • Made throwables cancelable if throw star button is not held. They have a minimum cancel time as well.
  • Throwable weapons have no effect on players who charge to Tier 2 or above.

 

Graphics

  • New particle for blocking
  • Improved tracer visuals for landed attacks (matches up better now)
  • Improved neutral hit reaction stumble walk.

 

Global

  • You can now callvote and affect duel type per arena (1v1, 2v2, 2v1)
  • Duel type is now visible on scoreboard
  • Added a vote menu from Play Online sub menu
  • Added a vote yes and vote no binding (you should bind it from options)
  • When timer runs out the player with more health wins.

 

Maps

  • Fixed an issue players getting stuck on Winter Deck arena.
  • ffa_community updated.
  • Adjusted overall volume and balance of ambient sounds on District.

 

 


 

Blade Symphony – Quick beta update

May 4, 2013 by Michael Zehnich

Hi everyone! We just released a quick patch for Blade Symphony to solve some problems with certain attacks along with a few other gameplay tweaks and bug fixes. Work continues on bots, movement systems, and the female animation rig to allow us to create female characters, so stay tuned for lots of cool new stuff to come.

 

Changelog for version 0.01.01240

  • Thrown weapons should no longer have their sound loop after disappearing
  • Improve interpolation amount being calculated wrong on listen servers for local player
  • Prevented throw weapon action when kneeling
  • Increased throw weapon delay from 0.5 to 0.55
  • Changed Ryoku heavy left to not have pull (negative knockback) to prevent infinite combo
  • Added stumble anims to fast/balanced attacks
  • Added vote system to server (disabled by default), currently has kick vote
  • Reduced combo push
  • Ryoku balanced 1 and left 1, made them a bit slower and reduced range
  • Updated ffa_community map build with preliminary textures/models/layout changes
  • You can now move while in hitstun
  • Air juggling no longer works as a side effect, we’ll look into bringing it back

 

 

 


 

 

Blade Symphony beta update – Ninja Stars and graffiti?!

April 15, 2013 by Michael Zehnich

Hi everyone, another huge beta update is heading your way on Steam right now.

Some of the insanely dedicated members of our community might remember a certain April Fools joke involving ninja stars. Well… we sort of, might have actually put ninja stars in the gameBut be warned: these shurikens are anything but a joke.

In the last update, we spoke at length about a few problems with the game, and solutions we’ve been considering to fix them: namely, being able to run away from someone indefinitely, and defensive play being too powerful. Adding a projectile attack to the game was one of the first things that we put on the list of potential solutions, but we considered it a less-than-ideal solution and looked towards other means. Which mostly involved banging our heads against the wall for a while. Eventually, we gave in to the siren call of the projectile and decided to go ahead and try a real implementation of throwing stars (we had played with a quick and dirty fake one previously).

Fortunately, the ninja stars worked better than we could have ever imagined. They give you a way to attack someone at any distance, they promote melee combat due to the long startup and quick recovery, and more importantly they’re an absolute blast to play with. Nothing is more satisfying than catching an opponent with a shuriken curving into the side of his head, or swatting a star out of the air and rushing in to punish the person who dared to throw it at you.

We’ve got a bunch of other stuff in this patch as well. You can finally mute trolls via the scoreboard. Input buffering is in, so you can abuse your left mouse button slightly less as you spam those Fast strings. Speaking of Fast strings – Phalanx got his speed back! You can climb up ledges now, which is part of a larger system of movement we’ve got planned which includes horizontal wall runs. We have spray paints now apparently (because Biohazard was bored after coding in ninja stars and dynamic wall running, all before lunch?!) and it’s basically the most kick-ass version of spray painting you’ve ever seen.

 

Changelog for version 0.01.01168

General

  • Added player spray painting, spray can be selected in game options menu
  • Added mute button to players in scoreboard, mutes player chat and voice
  • Added voice hud element which shows currently talking players on the right side of the screen
  • Added input buffering, can be tweaked in game options

 

Gameplay 

  • Added throwable weapons, bindable via the controls menu. Currently all characters throw shurikens. Thrown weapons will lock onto enemies when aimed in their direction, and can be blocked by standing still or hitting them out of the air. Throwing a weapon has a long startup but quick recovery, intended to let a player close the gap on a defensive opponent
  • Made it possible to interrupt wallrunning early by pressing jump
  • Added wall climbing (doesn’t have an animation yet)
  • Side attacks no longer stop/reset the string timer
  • Fixed multihits immediately scaling down to doing minimum damage, but lowered the intended value since multihits already felt mostly balanced anyway (multihit scaling damage from 0.075 to 0.25)
  • Lowered foil side attack damage a bit (85%)
  • Lessened the amount that foil turns the opponent by (120 degrees to 75 degrees)
  • Removed katana parry turn since it was so minimal
  • Scimitar no longer multiplies the amount it’s user is turned, and also doesn’t turn the opponent as much
  • Phalanx heavy forward longer startup and recovery
  • Phalanx fast stance forward attacks have their speed back, but lost some range
  • Combo scaling damage/knockback now works based on a timer (default 1.0 seconds) rather than looking for the enemy being in hitstun
  • Jump horizontal velocity increased

 

Graphics

  • Added sword slash decal when sword collides with walls
  • Added texture for ranked column in server browser
  • Temple detail pass, lighting bug and void fixes
  • Camera clips added to Temple
  • Added a new skin for taxis in District
  • Presto Prelude should no longer float in the air after being killed
  • Slight animation pass on Phalanx balanced right and left, and heavy forward
  • Animation pass on some stumbles
  • Judgement’s armor pads on his default skin now apply player color
  • Updated spawn particles for Judgement and Phalanx
  • Animation pass on wallrun and wallflip
  • Removed automatic animations from intro-cams to let players perform their own animations if they wish

 

Bug fixes

  • Fixed crash when using “say” command as an admin on a dedicated server
  • Fixed sorting in server browser
  • Fixed tracers of opponents disappearing when parrying
  • Fixed players spawning next to each other on Winter
  • Fixed character spines twitching when rotating quickly
  • Player models no longer render when the camera is inside them
  • Fixed bug where HUD combo counter could report a hit count increase, but no damage increase
  • District ambient sound volume reduced
  • Combo scaling no longer triggers on blocked attacks

 

 

 


 

 

Blade Symphony beta update – Design goals, big changes

March 24, 2013 by Michael Zehnich

phalconstructionHello! Today we have a lot of big changes for Blade Symphony.

If you missed our show & tell last night (which you should definitely check out if only to hear a preview of some of the music coming soon for the game!), we spent a while talking about gameplay topics like playing to win, attack design, and overall game pace and speed. I want to go over some of what was said here, so everyone can understand the thought process behind the changes in this patch (and the ones to come). If you’re not interested in this, feel free to skip to the changelog below!

 

Playing to Win

This all started with a casual email with the idea to run a Blade Symphony beta tournament sometime in the future. This would be both to stir player interest, and see what happens under competitive conditions, but we soon discovered thanks to the help of some dedicated community members that the game had serious flaws when put to the test of skilled players trying their hardest. We expected some of these issues would surface and have to be dealt with eventually – but they became apparent the instant we told our best players to start playing to win, and stop worrying about having fun, or being respectful, or anything else. And we certainly didn’t expect the severity of the problems that would arise.

Even in traditional fighting games, with only two planes of movement, playing footsies and keepaway is often a valid strategy. In Blade Symphony, when playing to win, exploiting the extra dimension of movement to prevent the opponent from attacking you quickly became a very easy and safe strategy. You could poke your opponent and then run away for the rest of the match, all 99 seconds of it. Obviously, this was about the most un-fun and boring thing ever, even for the winning player.

We spent a lot of time last week just drilling our brains trying to figure out an elegant solution to this problem. Lots of ideas came up, but most were so heavy handed and game-changing that they either would have completely changed how combat works, or were more befitting of their own game mode (i.e. a “King of the Hill” circle in the middle of duel arenas). Others simply altered how the timelimit worked, not necessarily making it happen less often (in one scenario, it actually became viable for the losing player to run the timer).

 

Movement and Attacks

One thing that became apparent during all of these timelimit tests is that the movement actions (jump, dash) were just too good. In one case, we had scaled Judgement’s attack movement up to 300% – so that each attack would slide him across half an arena, or more – and it was still easy to avoid him with jumping and dashing. Something had to change – but we had also tested an environment with heavily reduced movement capability, and found that a globally reduced momentum made some attacks way too good.

Thus, the change needed was two-fold. Not only did we need to slow the games pace down, but we also had to rethink a lot of attacks that would be far too powerful in this new climate – namely the only attacks that were really viable in the old system, super long range quick pokes.

Previously, we’ve considered Phalanx to be the “base” character in which to design other characters off of. Ryoku has been steadily receiving small tweaks to make him more and more Phalanx-like in the past few updates. However, looking at the game in this new light, it’s obvious that Judgement should instead be who we look at for inspiration. He’s much more grounded (literally) than the other characters, boasting almost no insane Phalanx style pokes, but having a lot of attacks useful at close and medium ranges with a more sane speed. Judgement vs. Judgement fights were a lot of fun – much moreso than when the other characters were involved. Of course, he’s still supposed to be the slow heavy hitter, so we’re not going to slow the other characters quite down to his level, but it helped make it obvious that the difference between slow and fast was far too large in Blade Symphony.

Given this, Phalanx has had a few attacks removed, and some heavily modified. He’ll likely get some attacks back later, but for right now we figured it’s better to trim the fat and keep him lean and balanced in lieu of leaving potentially harmful attacks in the game.

We approached Ryoku in much the same way, albeit quite a bit harsher: he’s no longer a selectable character. Ryoku was a bit like Phalanx with having a couple of very good moves – but only with none of the other “pretty good” moves, which means that he needs a lot more work than Phalanx. He’ll be getting heavily rethought and redesigned, so in the mean time we just want to make sure that Phalanx and Judgement feel and play right.

Other changes (phew!) include a much more powerful grab, new dynamics for charging attacks and the string counter, much more reliable tracer parries, and a heavily changed Foil. I could probably go into details for all of these changes as well, but I’ve rambled on enough, and the changelog speaks for itself:

 

Changelog for version 0.01.01046

General

  • Ryoku is no longer selectable, pending major design overhaul for his attacks
  • FFA mode now has a scoreboard
  • Collisions for tracer parries now use the whole tracer at all times so it’s easier to do tracer parries
  • New Tier 2 charge sound effect so it’s easier to hear
  • +shuffle and +grab now work just holding down the key (so you can hold down +grab to instantly grab after an attack, etc.)
  • Added details for the Scimitar on the Customization screen
  • Scimitar now uses ‘Kick’ for its blocktech: kicking an opponent hitstuns them by default, but if they’re doing any kind of defensive ability (block, intercept, feint or kick) then they’ll get knocked down instead
  • Feints now play tier 1 and tier 2 animations if releasing the button at those tiers
  • Feint no longer creates fake tracers
  • It’s now possible to disable stats with sv_ranked
  • Disabled stats if cheats were ever turned on during a session
  • Disabled stats in ffa

 

Gameplay

  • Heavy attacks now apply 0.75 of recovery time (up from 0.5). The other stances still apply 0.5
  • Jumping no longer moves you faster horizontally than running
  • Jumping max height decreased
  • String counter changes:
    • String counter now resets after being idle for a short amount of time
    • Removed shuffle’s ability to decrement string counter and dash/roll’s ability to increment string counter
    • Side attacks no longer increase string counter
    • Strings now reset upon being hit by an attack
  • Charging changes:
    • Charge time for tier 2 increased from 0.75 seconds to 1.25 seconds
    • Charge time for tier 3 increased from 1.5 to 2.5 seconds
    • Gave charging a movement bonus, starting off moving slower and moving faster than walking as it approaches maxed charge — does not work for feint charges (the old heavy charging movement penalty has been removed)
  • Grab changes:
    • Grab range is now 40 (up from 30)
    • Allowed grab to be used on non-hit interrupts such as intercepts, parries, etc
    • Allowed grabbing air opponents
    • Grab is now active for 0.5 seconds after the initial 0.1 delay is up (increased from only checking for an opponent for a single frame)
    • Can now grab while charging feint and clicking attack if “Attack + Block Grab” is enabled

 

Phalanx Redesign

  • Replaced phalanx balanced 1 t1 with a wind up stab
  • Replaced phalanx balanced 2 t1 with a defensive zorro move
  • Phalanx balanced strings 3 and 4 have been removed
  • Phalanx balanced left arcs more, but lost range
  • Phalanx air string 2 has been removed
  • Phalanx heavy string 2 has been removed
  • Reduced amount Phalanx leaps back on Fast string 2 tier 1, and increased the locktime on this attack
  • Decreased tracer time on phal air s1t1 (was going a bit crazy behind the player due to the tracer starting on frame 0)
  • Phalanx fast 3 now starts slower and travels a bit less
  • Phalanx heavy forward is slower
  • Phalanx heavy side is slower and travels less
  • Increased damage on Phalanx fast string 1′s, but lowered the amount of tracer activity on s2t1 and s3t1 (this is intended to shorten the gap on these attacks between foil and katana/scim with the newly reduced foil damage)

 

Other Balance

  • Swords:
    • Removed thrusting as a parameter from all swords (affects Foil and Scimitar, Foil most notably no longer does double damage on thrusts)
    • Foil side attack damage increased from 60% to 100%
    • Foil parry recovery bonus now only applies on side attacks and not on forward attacks
    • Scimitar multihit damage reduced from 4 to 3
  • Judgement:
    • All 3 of Judgement’s fast stance tier 1 attacks have been replaced with quick stab attacks
    • Judgment balanced right tier 1 and string 2 tier 1 all reach a bit further and animate a bit faster
    • Judgement has a new balanced left tier 1
  • Removed bb_timebetweenKnockbacks and it’s affect on hits (used to be an arbitrary 0.5 delay on how often knockback could occur)
  • Implemented combo scaling attacker push: the more you combo someone, the more you are pushed away from them. Like the other bb_combo_scaling variables, this only applies on the first hit in any attack (not on multi-hits), and it is reset if the enemy drops out of hitstun.
  • Combo scaling now begins applying on the second attack (down from the third), but damage and knockback scales down more slowly than before
  • Air stance now loses to all other stances in parries, and doesn’t get knocked back as much (so air is more vulnerable)

 

Graphics

  • Added player color, location and spectator state to chat, and darkened chat for players in other arenas
  • Chat becomes hidden during intro if user isn’t typing
  • Player names in health bar are now colorized
  • Updated skin on Judgement’s Burgonet mask
  • Updated judgement’s white knight skin to more closely match burgonet
  • Fixed a few swords that would float in the air after death
  • Sonus Mortifer scabbard added
  • Changed giant black particle on tier 3 charge to be smaller and use player color
  • Made tier 2 charge particle more visible with a new particle effect
  • Lots of texture updates to duel_district
  • Added a stumble walk 3×3 blend
  • Heavy attacks now use new stumble hit reaction system based on the direction the attack was swinging
  • Phalanx spawn particles reduced, shouldn’t be as laggy in up close intro cameras
  • Added ranked icons for server browser to see if server is ranked or not

 

Bug Fixes

  • Can no longer select unimplemented character “Pure” (or Ryoku) without cheats on
  • Fixed players spawning inside one another in 2v1 and 2v2
  • Activating shuffle with the +shuffle bind now properly delays the next shuffle you can perform by bb_shuffle_delay

 

 

 

 

 

 

Blade Symphony beta update – Scimitars and more!

March 9, 2013 by Michael Zehnich

Hey everyone. Puny Human has been really hard at work on an update with lots of big changes for Blade Symphony and we’ve finally squashed enough bugs for it to be releasable! In this update are some game-changers like being able to aim your attacks up and down, new jumping physics and air attacks having landing animations. (Sorry, frequent flyers!)

ringingretort

ryokuwithjadeSCIMITARS!

Also new in this patch is a whole new sword type to play around with. Get your crazy Middle East pirate cutlass action on with the Scimitar! This agile sword excels at being quick and doing lots of damage with deep cuts.

Scimitars charge faster than the other swords and inflicts lots of multi-hits (the extra hits that happen the longer your sword sticks inside your opponent), but they have low base damage and lose the special properties of Tier 3 attacks – the special attacks that happen when you fully charge an attack and release a devastating blow.

Normally, Tier 3 attacks break through block and parry, and even knock the opponent down into a vulnerable kneeling state – but not so with the scimitar. Don’t fret though, this means your sword can cut up the opponent a lot more with multi-hits on Tier 3′s – something no other sword can do!

Without further ado, I bring you… PATCH NOTES:

 

Beta Update – 0.01.00961

General:

  • Characters can now aim their swings up and down, which affects how the tracers come out (so you can aim downwards to sneak under an opponent’s sword to prevent being parried, or aim up and stab someone in the air, etc.)
  • Jumping has been modified: you don’t jump as high, but have more hang time. There is more air control. You can hold the jump button down to stay in the air slightly longer.
  • Touching the ground during an air attack now results in a landing animation (during which you’re movement locked, but the tracer is still active from the air attack)
  • Hitstop no longer affects multi-hits: previously, after hitting an opponent, the delay from hit-stop would still let the tracer perform more multi-hits even though the players are supposed to be “paused”. This means heavy attacks will probably not multi-hit as much as a result as they applied the most hit-stop.
  • Sword tracer collision has higher fidelity and is more accurate


Grabs & Kneeling:

  • Grab no longer uses a square collision box but instead uses angle and distance (so it’s the same distance at any angle)
  • There is now a 0.1 second delay between pressing grab and grabbing an opponent
  • If you attempt to grab an opponent who is still in the above mentioned delay, and he’s looking at you (within 180 degrees), you’ll cancel out each others grab attempts and be stunned. This is to prevent the feeling of being “cheated” when two players try to grab each other at the same exact time.
  • Can no longer grab an opponent who is in hit-stun from being attacked
  • Can now grab an opponent who is executing a tier 3 attack (if you’re careful!). You still cannot grab someone who is doing a kneeling recovery attack, however.
  • Kneeling stab recovery attack is no longer rotate locked
  • While kneeling, you can now deflect an incoming attack with right click (same functionality as the Jian, only not rotation locked)


Gameplay/Balance:

  • Stance rotation speed modifier now applies to the entire attack, not just the frames while the tracer is active (so some stances with low turn rate such as Phalanx fast will be a bit harder to control)
  • Removed rotatelock (i.e. no rotation or turning whatsoever) from air stances, and added low rotation speeds to them instead, so you can curve air attacks slightly based on character
  • Rebalanced a lot of attacks tier 3 damage, since it hasn’t been looked at since knockdown was implemented, and it doesn’t make sense that it should do exponentially more damage and also allow for punish


Scimitars

  • Scimitars have been implemented, a new sword type with a focus on multi-hits and fast charging:
    • Scimitars tier 3 attacks don’t break block or parry
    • Scimitars tier 3 attacks don’t knock the opponent down or have extra knockback
    • Scimitars have a very high multi-hit rate and get most of their damage from the multi-hits as they have a low base damage on attacks
    • Scimitar charges attacks faster than other swords
    • Note: Scimitars currently have Feint as their block tech, the same as Foil. This is temporary – they’ll get their own block tech soon.
  • The swords that have been implemented for this sword type are:
    • Etude Cavatina, the basic scimitar everyone starts with
    • Jade Octave, an elegant and rare sword detailed with jade
    • Sonas Mortifer, a morbid sword lined with vertebrae bone
    • Ringing Retort, with a wide blade laden with bronze hoops


Character Specific changes:

  • Phalanx:
    • Adjusted locktime of Phalanx’s heavy side attacks to be more consistent with the general power of the attack (the longer the attack travels, the more locktime it has)
    • Phalanx has new balanced left tier 1 and tier 2 attacks
    • Fast string 2 tier 3, and Fast string 4 tier 3 have less tracer activity to prevent insanity with scimitar (they probably won’t be affected for the other swords)
  • Judgement:
    • Judgement’s tier 2 balanced side attacks now execute 33% faster
    • Lowered Judgement’s balanced String 1 Tier 3 and String 3 Tier 3 from 40 damage to 36 (primarily to stop easy kills with foil)
    • Slightly increased locktime on Judgement’s heavy tier 1 side attacks so they have a bit more recovery frames.
    • Fixed Judgement’s forward air attack tracers so they don’t create a huge tracer blob above/behind you on attack start-up
    • Judgement now has new air side attacks
    • Judgement’s fast string 2 is now a thrusting attack with new animation/tracers
    • Judgement’s fast string 3 has a bit more locktime to prevent an infinite combo
    • Adjusted tracers on Fast S3T1, Balanced S1T1, Balanced S1T2, Heavy S2T1 to have more tracer activity (easier to hit)
  • Ryoku:
    • Put a rotation speed limit on Ryoku’s heavy stance
    • Ryoku heavy forward tier 3 is now a “flight” stun type (sends enemies flying into the air)
    • Ryoku’s balanced string 1 tier 1 now moves him forward instead of backward
    • Ryoku’s balanced string 2 tier 3 now moves forward more and swings twice (it’s damage has been lowered to a more normal value as a result)
    • Adjusted tracers on Heavy S1T1, S1T2, S1T3, LeftT2, LeftT3 to  have more tracer activity (easier to hit)


Menus & Options:

  • “Attack + Block Grab” is now an option under Keyboard/Mouse Controls.
  • “Double Tap Shuffle” is now an option under Keyboard/Mouse Controls.
  • Added bindings for previous stance and next stance
  • Added binding for shuffle under Movement (Ctrl is default key)
  • New menu for Camera Options under Game Options where you can control camera distance, height, movement (shakiness), FOV
  • Sliders no longer invert their values in the options menus, and you can right click sliders to set them back to default value


Graphics

  • Hitstops now apply the full hitstop amount on the first hit, and a much shorter amount on each subsequent multi-hit. Blocking an attack just gets the shorter amount each hit
  • Better Judgement and Phalanx turn animations, added sheathed turn animation
  • Deaths by grabs now send the opponent flying as a ragdoll after being kicked
  • Ryoku’s model enhanced, better hair, material fixes
  • Lowered framerate of grab, kneel stand-up, and forward parry (Jian block) to coincide with their lock-time so their animations transition smoothly (purely visual change)
  • Added a speaker model that floats above players heads while voice chatting
  • Sword stab effect now animates
  • Tons and tons of miscellaneous animation, inverse kinematics, map decals, textures, etc. updates.
  • Ambient occlusion is now available in our maps (not fully implemented yet)
  • Camera clip brushes are now available to prevent the camera from going inside objects and obstructing the players view (not fully implemented yet)


Bug fixes:

  • Shuffle now moves in the direction you’re actually tapping
  • Can no longer change an attack’s stance via jumping while it’s being charged
  • Grabs are now more accurate with prediction enabled
  • “Unconnected” and arena player count bug should be fixed

 

 


 

 

Join the beta. Pre-Order is Here!

February 23, 2013 by Flux

video_thumbnail

Blade Symphony is ready for pre-order!  Head over to the pre-order page and get the game using the Humble Widget. You’ll then get a Steam key which you can use to download the game on Steam.

By pre-ordering you can play right away. You also get a free beta key for your friend to join you in the arenas.


 

Beta Update – 0.01.00863

February 20, 2013 by Michael Zehnich

We’ve been working on whipping up a patch to solve some of the more pressing issues that have been present in the build for a while, and some new ones that appeared in the last patch. Of note: FFA should work pretty well now, Ryoku’s got some new clothes, you can look up the nitty gritty sword details on the Customize menu now, push-to-talk now works, and more!

As always, if you want to report any bugs or leave feedback, our Get Satisfaction page is the way to go. Thanks!


General:

  • You don’t have to be close to respond to an FFA challenge anymore
  • More information added for sword types when clicking on “Details” in the Customize menu
  • Wallrun should be more precise
  • When in a private duel in FFA, other players will show up as glowing outlines so they’re not distracting
  • Lag compensation added for grabs
  • Voice comm now works with +voicerecord (WIP)
  • Player collisions shouldn’t allow players to “bounce off” one another as easily (i.e. swinging at the opponent and rubbing by him)
  • Prices of masks have been adjusted


Bug fixes:

  • Players no longer linger in queue on map end
  • FFA should no longer get stuck without changing maps on map timer
  • Disabled grab and parry on players you can’t hit in FFA
  • Players now unsheathe when grabbing
  • Can no longer jump immediately upon entering the Kneel Recover action
  • Can no longer interrupt actions that are chained together (this let you do some weird things such as dash out of being thrown)
  • Players should now reset properly when starting a duel in FFA (no kneeling, no missing sword, etc.)


Balance:

  • Ryoku balanced string 1 tier 1 is now thrusting
  • Ryoku fast stance movement scale has been reduced to normal (it was being doubled). This is a big change, let us know what you think..!
  • Reduced damage on Judgement (and Ryoku) air side attacks
  • Reduced damage on Phalanx balanced string 3 and 4 attacks
  • Lowered Phalanx rotation speed on his balanced stance
  • Phalanx air side attacks no longer get “stuck” when landing


Content:

  • Added Ryoku’s 3rd skin
  • Added a new Ryoku mask (baseball cap)

 

 

 

Designing a Scoreboard

February 18, 2013 by Flux

One patch ago when you pressed tab, this is what you saw in the game:

nonscoreboard

 

It sucks not having a scoreboard. Traditionally, a scoreboard gave you a good overview of who’s on the server, and how well they were doing. This basic template carried over from the days of Quake where it was important for you to see your ping, your win / loss ratio, and gave you a sense of how you were doing. It’s also a place to be noticed, especially if you are dominating the server.

qdsc

 

 

The reason it took us so long to implement a legit scoreboard was because we generally like to measure twice, cut once. As soon as we pass the design off to Biohazard, he’ll crank it out into something game-playable, and it would really suck to have to go back and change a whole bunch of things. In this situation it’s better to deliver a solid, well thought out design first before we even touch implementation.

In designing a scoreboard for Blade Symphony I had  many considerations.

  • You need to see your ping, and other people’s ping. This was arguably the most important in an online fighting game.
  • You should be able to see your place in the arena queue, in order to know if your turn for duel is coming up. And since we had three arenas per map…
    • The scoreboard really needs to be split into three scoreboards.
  • You should be able to see spectators. The use-case being that if you were to find your friend on the server, and he didn’t also show up, it would be really confusing for the both of you.
  • It *could* act as a UI for selecting arenas, since we don’t currently have something that explicitly lets you see all arenas at once. If we split the scoreboard up per arena, we can actually do this, making the scoreboard act as a kind of lobby.
  • It needs to be designed for 16:9 but also fit in 4:3 aspect ratio.

These conclusions were drawn from the various brainstorms and mockups the team threw together, which I’ll walk through.

My very first version of the layout looked something like this. Keep in mind this was simply a sketch to show what pieces of data needed to be displayed, and how it was to be laid out, not the actual look and feel of the final piece.

super old mockup

This was the super dead simple layout, it showed who was fighting in which arenas, their wins losses and ping, and highlighted you as a player (in this case Laguana), and dog-piled all the spectators at the bottom.

There were plenty of problems with this. For instance you wouldn’t be able to see who was queued in which arena, and poorly uses screen width.

 

Fedio's mockup

Fedio pitched this idea for a layout that served as a lobby system which expands on this idea of splitting up arenas for a user interface. In this design you can select whether to spectate or join the arena, and see the queue for each arena. While this design wasn’t intended to serve as a scoreboard itself and acts as a lobby, the final scoreboard design draws heavily from this.

 

 

sc

Termi pitched this one which was very similar to what you’d expect from a traditional scoreboard. You see the players participating in each arena and the relevant information tabulated. This design also brought up the discussion of showing server-wide info, such as map name, message of the day for server operators, map time left, and total player count.

 

 

Termi's Lobby

Termi also pitched this design for a lobby to easily allow you to see who was fighting where, and how long the wait might be before you get to play again. Like Fedio’s design, it also adds a very clear “GO HERE” button, perhaps context sensitive to whether you want to queue or spectate that particular arena.

 

 

Twincannon's pitch

Twincannon pitched this one which I ended up deciding to borrow the layout from. I like how you can see a preview of the arena at the top to get an idea of what “Arena 1″ is. The use of space is also much better, since splitting the scoreboard up into columns like Fedio’s lobby mockup allowed us a lot more vertical space for adding players and player data.

 

 

The final mockup looks like this:

Final scoreboard mockup

 

 

This design synthesizes the advantages of having a lobby screen without actually having a lobby screen. Here we can activate the user’s mouse when tab is held and allow the buttons at the top to be clickable. The top two players of each arena are shown in color since they are dueling and the text color uses their custom character color they picked from the customization screen.

In addition we narrowed down exactly what data we wanted to display, and in what order.

Rank seems really important, you want to know at a glance how good this opponent is, and wins/loss on a server isn’t necessarily going to do that.

We thought about how important wins-losses were in our game and in a server session they weren’t really. What we actually want is a ‘metric’ of determining how fun a player would be to play with, and this had to be peer-driven. What better time to copy Reddit’s upvote system? Each player is thus treated as a “thread” on reddit, and you can only upvote (or downvote) another player once. This system is still in the works and not ready to go yet, but I wanted to give this a mention to give you a better understanding of our thought process.

Finally, the win-loss ratio is displayed as a short hand in a single column and the ping on the far right.

I’ve also made the decision to place the data underneath each players’ name as a countermeasure for players possibly having insanely long names which could happen and screw up our scoreboard layout.

The spectators would be dogpiled at the end of each arena’s own scoreboard. One problem with this is that you wouldn’t be able to see your own ping if you were in spectator. I argued that this was fine so long as we provided another UI somewhere else that gave you such information, such as your own load-out and your ping. At least it would prevent the scoreboard HUD from being overly lengthy.

Finally, there were concerns about maps with greater than three arenas. Officially we’ll only support three, but it’s definitely possible for someone to build a map with four or more. In this scenario we would have to provide some kind of horizontal or vertical scrollbar for managing this.

Biohazard also did a killer job on the implementation. Originally I had only spec’d this for image thumbnails. He went ahead and added picture-in-picture live feeds of each arena. Hats off!!

 

I hope you enjoyed this article, if you want to play Blade Symphony find out more here.

 

Beta Update – 0.01.00848

February 16, 2013 by Michael Zehnich

We’ve been hard at work on lots of awesome new stuff for Blade Symphony these past two weeks, and have a juicy changelog to prove it! Included in this patch is a shiny new scoreboard, proper FFA implementation, a bunch of new particles, lots of balance changes, and more.

This update is live on Steam and you can go play it right now. Be sure to leave any feedback you want us to know about (and bug reports if you’re feeling especially generous!) on our getsatisfaction page!

 

Changelog

Rev. 0.01.00848 [Build 44760/44761]

General

  • Scoreboard implemented in duel mode
  • Optional lag compensation implemented for attacks
  • New menu under Options added for general Game options: You can find options to Disable/Enable the tracer preview there, as well as the new lag compensation feature
  • Can no longer wall-run on invisible surfaces, and wall-run will now end if you run out of wall
  • Fixed bug where after a server has been online for a while, swords and masks could report “invalid selection” when selected
  • FFA private duels fixed, and a HUD implemented so you can see the names and challenge status of other players
  • Chat will now show up even if you haven’t said anything yet
  • The hit counter now actually counts “combos” rather than an arbitrary timer (if the opponent isn’t stunlocked, the combo ends)


Combat Balance

  • Ryoku’s right tier 1 attack has been swapped with his right tier 2
  • Reduced Ryoku balanced tier 1 attack damage
  • Phalanx balanced string 3 tier 1 is now a thrusting attack
  • Reduced phalanx’s balanced string 4 tier 2 damage slightly (so it can no longer one hit kill with Foil)
  • Fixed some tracers that lasted too long, causing crazy multi-hit damage (Ryoku right tier 2, Judgement left tier 2)
  • “One button” grab key implemented, can be found under combat controls
  • Implemented scaling damage and knockback with with 3+ hit combos to try and stop some infinite/cheesy combos
  • You can no longer turn to “aim” air attacks
  • Air attacks now lock you in place for a longer period of time, so you can’t string together some attacks
  • Katana can now block air attacks
  • You can jump more often (cooldown between jumps from 0.75 to 0.25)
  • Fixed timing on some of Ryoku’s attacks that locked the player for too long, and could cause animation bugs
  • If you’re attacked while kneeling, you will now stand up stunned rather than stay kneeling
  • Duration cut in half for turn rate penalty after being parried – this should relieve some of the frustration from feeling like your character randomly stopped being able to turn, but still allow punishing after parries
  • Blocking now updates your rotation all the time, instead of in 90 degree increments


Graphics

  • Player camera now faces the right way on duel & round start
  • Throwing animation and positioning now looks much more accurate
  • Fixed Ryoku’s floating hair on skin 2
  • Match intro scenes implemented for district, temple, and winter
  • Foot IK (proper foot placement on uneven surfaces) added for Phalanx
  • Ryoku now has an unsheathe animation
  • New combat particles for all attack stances, parrying, and hitting walls
  • Charge particle now uses your character color
  • Fixed missing polygons on Ryoku’s chin
  • Added stab tracemodels to all thrusting attacks and slash tracemodels to all heavy attacks (these are model effects that play in addition to the tracer on certain attacks)


Level Changes

  • Fixed spark particle in District’s Street arena
  • Added additional spawns to FFA Monastery
  • Various texture, model and clipping fixes on all maps