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Workshop, Itemstore and Harmonious Prelude Patch 1 release
Back inMarch, I made a news postdiscussing the Future of Free-To-Play. Under the Release section, I made it clear that we would first be releasing a large update,Harmonious Prelude. I tried to make it clear in Discord andin news posts, that this was thepredecessor toBlade Symphony going Free-To-Play.I apologize if I wasnt clear enough. Heres why we did Harmonious Prelude:
Free-To-Play games just get more players. Period. Lower barrier of entry, means more people downloading and trying. However, in order to sustain a Free-To-Play game, that went from makinglittle money tono money, the developers have to sellsomething. Since Steam doesnt offer a micro-currency system,we had to get rid of the in-game notes currency (RIP.) However, it meant that we could use the Steam Inventory Service to sell items we felt were premium. Upon launch, we went live withfour items on the Item Store. Unfortunately, these were already items that were available for players prior to the Harmonious Prelude update.The long-term plan wasfor a variation of these items to be available on the item store, but they were not completed in time. For example, a variation ofthe Ryoku Kabuki mask will be available on the Item Store. Heres what it looks like so far:
When thenew variations for Ryokus Kabuki Mask, Resonant Phase, Flame Song and Cardboard Tube are complete, then these variations will appear for anyone who purchased them. The original variations will be put back into the game as items freely available to unlock.As much work as we could to improve the pipeline for new content, I didnt expect that many of our old models and source files would be in a bad state. Many of them need to be re-made from scratch, or we dont have the original assets for. My hope is that we can get all of these itemscomplete within the next two weeks.
Many people are understandably frustrated with the lack of ability to use the Steam Workshop like it was prior to the Harmonious Prelude.Please do not fret,it will be like the old days soon.There are two types of SteamWorkshops: Subscription-based and Voting-based. Prior to Harmonious Prelude, Blade Symphony had a Subscription-basedworkshop. This meant that, anyone could subscribe to an item, and they would have it until they unsubscribed. The downside to this, was that authors could not sell their work if they wanted to. For a Free-To-Play game, it wouldnt make sense not to allow authors to charge. After all, anyone who does work on the game, should be paid. It will help support Blade Symphony longer term. Now, Blade Symphony has a Voting-based workshop, similar to Rust or Team Fortress 2. This means that the community must vote for an item to get implemented into the game. Once it is approved, the developerswork with theWorkshop Author to implement it, and it is released with a new game update. However, the downside is, that were not able to offer items for free (apologies if I said otherwise, I was misinformed.)Even if we could offer items for free, it would severely screw up theeconomy by having free items that are marketable floating around. Our answer to this, is to integrate it directly into the level-progression system. So now, if an item gets voted up,the author will work with the developers to add it so that anyone can unlock it based on their level. Wellalso offer the chance for items to unlockas a playtime reward (x items per week for playing,) but thats new, so more on that later. In summation, in order to allow Workshop Authors to sell their content (if they wish,) we needed to move over to a more flexibleWorkshop type. Once Valve gets back to us on approving items, I will be working with authors to implement their items, and hopefully you can wear construction cones and television sets on your head once more.
Theres been somebumps in the road. However, were committed to this game for the foreseeable future, and Free-To-Play is still in the cards. Since werenot dealing with a completely different Steam App (The Blade Symphony Beta,) were going to be releasingweekly updates. My hope is torelease a patch every Monday that represents the last week of work. As far as whatwere tackling? Right now, its not very clear. We have a good amount of bugs and small fixes that we know we want to get in, that either were too low priority to get in with the Harmonious Prelude patch, or things thatwe only discovered once the patch came out. After thats done, weve merged in Valves new Panorama code, which will make creatingand modifying menus (something we need to be better at, prior to becoming a Free-To-Play title) much easier. Additionally, were having conversation about doing furtherchanges to the content pipeline so that our artists can create new contentdirectly from their modeling and texturing program of choice. Additionally, were eyeing some game modes for integration, and a potential new platform.
On to the exciting stuff!After about threeweeks of taking a break, and doing a lot of necessary back-end work, we put time into fixes and updates last week. Weve released Patch 1 and are already hard at work on a Patch 2 release for next Monday. Changes since Release Candidate 4 Changes
[ 2018-10-23 01:18:33 CET ] [ Original post ]
Hey there everyone, First, I wanted to say thank you to thepeople whosupported us andthe release of the Harmonious Prelude update for Blade Symphony. It was a stressful,albeit fun, week of last minute testing and patching. Were very fortunate to have had the turnout we did, and arehappy the update is finally out. Before I delve into the the release of Patch 1, I want to address a few topics. These are things that I really should have provided more clear information on prior to release, but I got caught up in the work leading up to the release.
What the Harmonious Preludewas and wasnt.
Back inMarch, I made a news postdiscussing the Future of Free-To-Play. Under the Release section, I made it clear that we would first be releasing a large update,Harmonious Prelude. I tried to make it clear in Discord andin news posts, that this was thepredecessor toBlade Symphony going Free-To-Play.I apologize if I wasnt clear enough. Heres why we did Harmonious Prelude:
- Prior to this update, the workload required to create models, textures, and load them into the game was not conducive for adding lots of content. As we know, a Free-To-Play title has to have lots of free andpurchased content to be successful, and a variety of options for players. As a result, it must have a pretty fantastic pipeline for artists and developers toaddthis content.
- Additionally, we were using ourown item service which was a massiveheadache to work with, as it was very old. We switched over to using Steams Inventory Service, which meant a ground-up rebuild of how we handled items.
- We also had a poor build and deployment system, by modern standards, which meant we couldnt rapidly release builds as much as we wanted to. The benefit to this meant that we could also create a build pipeline conducive for more platforms, which is why we have Mac and Linux.
What is going on with the Item Store
Free-To-Play games just get more players. Period. Lower barrier of entry, means more people downloading and trying. However, in order to sustain a Free-To-Play game, that went from makinglittle money tono money, the developers have to sellsomething. Since Steam doesnt offer a micro-currency system,we had to get rid of the in-game notes currency (RIP.) However, it meant that we could use the Steam Inventory Service to sell items we felt were premium. Upon launch, we went live withfour items on the Item Store. Unfortunately, these were already items that were available for players prior to the Harmonious Prelude update.The long-term plan wasfor a variation of these items to be available on the item store, but they were not completed in time. For example, a variation ofthe Ryoku Kabuki mask will be available on the Item Store. Heres what it looks like so far:
When thenew variations for Ryokus Kabuki Mask, Resonant Phase, Flame Song and Cardboard Tube are complete, then these variations will appear for anyone who purchased them. The original variations will be put back into the game as items freely available to unlock.As much work as we could to improve the pipeline for new content, I didnt expect that many of our old models and source files would be in a bad state. Many of them need to be re-made from scratch, or we dont have the original assets for. My hope is that we can get all of these itemscomplete within the next two weeks.
Workshop changes, andreturning to normalcy
Many people are understandably frustrated with the lack of ability to use the Steam Workshop like it was prior to the Harmonious Prelude.Please do not fret,it will be like the old days soon.There are two types of SteamWorkshops: Subscription-based and Voting-based. Prior to Harmonious Prelude, Blade Symphony had a Subscription-basedworkshop. This meant that, anyone could subscribe to an item, and they would have it until they unsubscribed. The downside to this, was that authors could not sell their work if they wanted to. For a Free-To-Play game, it wouldnt make sense not to allow authors to charge. After all, anyone who does work on the game, should be paid. It will help support Blade Symphony longer term. Now, Blade Symphony has a Voting-based workshop, similar to Rust or Team Fortress 2. This means that the community must vote for an item to get implemented into the game. Once it is approved, the developerswork with theWorkshop Author to implement it, and it is released with a new game update. However, the downside is, that were not able to offer items for free (apologies if I said otherwise, I was misinformed.)Even if we could offer items for free, it would severely screw up theeconomy by having free items that are marketable floating around. Our answer to this, is to integrate it directly into the level-progression system. So now, if an item gets voted up,the author will work with the developers to add it so that anyone can unlock it based on their level. Wellalso offer the chance for items to unlockas a playtime reward (x items per week for playing,) but thats new, so more on that later. In summation, in order to allow Workshop Authors to sell their content (if they wish,) we needed to move over to a more flexibleWorkshop type. Once Valve gets back to us on approving items, I will be working with authors to implement their items, and hopefully you can wear construction cones and television sets on your head once more.
Whats happening now
Theres been somebumps in the road. However, were committed to this game for the foreseeable future, and Free-To-Play is still in the cards. Since werenot dealing with a completely different Steam App (The Blade Symphony Beta,) were going to be releasingweekly updates. My hope is torelease a patch every Monday that represents the last week of work. As far as whatwere tackling? Right now, its not very clear. We have a good amount of bugs and small fixes that we know we want to get in, that either were too low priority to get in with the Harmonious Prelude patch, or things thatwe only discovered once the patch came out. After thats done, weve merged in Valves new Panorama code, which will make creatingand modifying menus (something we need to be better at, prior to becoming a Free-To-Play title) much easier. Additionally, were having conversation about doing furtherchanges to the content pipeline so that our artists can create new contentdirectly from their modeling and texturing program of choice. Additionally, were eyeing some game modes for integration, and a potential new platform.
Patch 1 Release
On to the exciting stuff!After about threeweeks of taking a break, and doing a lot of necessary back-end work, we put time into fixes and updates last week. Weve released Patch 1 and are already hard at work on a Patch 2 release for next Monday. Changes since Release Candidate 4 Changes
- Added Style Selection button when in the Free-For-All (FFA) game mode. This can be accessed by holding the Tab button.
- The challenged player will be forced to play using the Style ofthe challenger for the duration of the duel. After the duel, the Style of the challenged player will return to what it was prior to the duel.
- When not in a duel, the symbol representing the Style that a potentialprivate challenge opponent is currently in will show below their name.
- Bots will now automatically accept challenges in FFA.
- XP can now be gained from privateFFA duels.
- Added convar bb_queue_bot_discrimination. When set to 1,bots will not immediately leave a match when a player joins it.
- Added Italian Translation! Thanks Alixey!
- Updated French, Dutch, German, Hungarian, Korean and Japanese translations.
- The map now no longer immediately changes ifplayers voted to change the map. The server will wait for all duels to end.
- Shurikens damage players in FFA properly, regardless of the player being in a private duel. Shurikens do not lock on when not in a private duel.
- Ragdolls should no longer be drawn if the player is a spectator
- Players can again suicide while in Control Point or Free-For-All mode, unless during a cut scene or intermission in a private FFA duel.
- Reverted earlier attempts at misguided lag compensation. This should address some issues high-latency players are seeing.
- Bots should no longer go between ready and unreadystates at inopportune times.
- Made changes to the slowdown to hopefully correct itoccurring at the wrong time. Unfortunately, for now, we have to reduce the time the slowdown occurs for.
- Queuing to a match still does not perform correctly if there are more than 2 players queued in a single match.
- Ragdolls from other matches are being showing in the players arena, but should disappear whenthey are despawned.
- Players bodies are disappearing when they ragdoll in Free-For-All.
[ 2018-10-23 01:18:33 CET ] [ Original post ]
Blade Symphony
Puny Human
Developer
Puny Human
Publisher
2014-05-07
Release
Game News Posts:
44
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mixed
(4686 reviews)
Public Linux Depots:
- Blade Symphony | Linux/SteamOS Client [164.25 M]
Prove you are the world's greatest swordsman in Blade Symphony: a slash-em-up featuring a highly detailed and in-depth sword fighting system. Face down other players in tactical swordplay, 2 versus 2 team duels, sandbox FFA, or the Control Points game mode!
Choose your fighting style
Each of the four characters have a unique fighting style suited to how you want to play.- Phalanx, a fencer gladiator hybrid, attacks with long range stabs and a versatile array of side attacks
- Judgement, a knight crossed with a samurai, uses hard hitting forward attacks and wide strafing attacks
- Ryoku, a vagrant street ninja, attacks with break dance moves and a signature reverse blade style
- Pure, an acrobatic wushu style assassin that attacks with flips, cartwheels, extremely mobile
- Vanguard, a quick-footed champion that uses leaning plunges to push opponents into her blade
Each character has four combat stances and over forty different attacks.
Choose Your Sword
Pair your character up with a sword type to completely change your way of approaching combat.- Katana, cause massive damage when parrying your opponents
- Longsword, a well-balanced, hard hitting and adaptable sword
- Rapier, a piercing, high damage forward thrusting weapon great for parrying
- Scimitar, a weapon based on turning and performing as many cuts as possible
- Jian, an agile, responsive weapon great for combos
Tactical Sword Fighting
There are no unlockable advantages in Blade Symphony. All unlockables are cosmetic. You care about proving your skill and so should your game.
Every attack has openings that are determined in real-time and efficacy is entirely up to you. Did you start an attack too early? Turn away and end the attack in a safe location. Did your opponent stupidly use a lighter stance? Go in and punish him! By switching stances mid-combo you can chain attacks into your own flurry of death.
The fighting system is open for your exploration, you can dash, jump, do an air attack, land, swing sideways with a heavy stance, parry with a light stance, and then roll away.
Every attack flows from your blade in true three dimensional space. As does your opponents! Swords collide in mid-air and you will need good timing and aim to defeat your opponent.
Advanced Character Customization
Customize your character with skins, masks, swords, and multiple attachments streamed directly from Steam Workshop.Fight as a Team
Play in the new Control Points game mode and participate in team-based sword fighting.MINIMAL SETUP
- OS: Debian. Ubuntu. Linuxmint or other common distributions
- Processor: 3.0 Ghz P4(+). Dual Core 2.0(+) or AMD64X2(+)Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: DX9.0c Compatible 256MB VRAM. NVIDIA Geforce 7600 Series / ATI x1600 SeriesDirectX: 9.0cHard Drive: 5 GB HD spaceSound: DirectX 9.0c CompatibleOther Requirements: Broadband Internet connection
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