Hey gamers! The next update for Vibrant Venture, Alpha 7, is coming out next week on March 26th!
The update will feature a tough but fun level with a special surprise at the end. Jurl and I have put a lot of effort into designing the level, and we can't wait to share it with you guys! There are also a ton of other new features and tweaks, like a major improvement to controller support.
When the update comes out, I will post an update on Steam featuring a devlog where I show you guys the new features and changes we've been working on. Check out this quick update video in which Jurl briefly talks about what to expect: [previewyoutube="mwDep7aqFuw;full"] Stay tuned!!
- Pattrigue
Alpha Patch 6.0.3 & 6.0.4
A couple of important issues were found following the last patch... so here's another patch! Don't forget to restart Steam if the game does not automatically prompt you to update!
See the changelog below for details.
6.0.4
Fixed a bug where gems collected with the Gem Magnet prior to getting a checkpoint would respawn at the scene origin after dying and respawning
6.0.3
Fixed the conveyor belts sometimes not working after dying and respawning
Fixed a Jester Shrimp not attacking you near the end of 2-4
Alpha Patch 6.0.2
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update!
See the changelog below for details.
Fixed a bug where you would get stuck on conveyor slopes
Fixed text jitter on the UI in the Title Screen
Fixed the prompt UI rendering behind the control mapper UI
Fixed being unable to click buttons overlapping the World Map UI
Fixed a bug where you could use the moving hooks to clip out of bounds
Fixed a typo in Hickory's dialogue
Alpha Patch 6.0.1
A new patch has been released for Vibrant Venture. Don't forget to restart Steam if the game does not automatically prompt you to update!
See the changelog below for details.
Fixed a clipping bug with Breakable Rocks
Fixed a bug where Cardinal will always be missing from his home in 1-Town, and playing as another character would still have that character appear in the town as an NPC
Fixed a Beam Tech in 3-3 being slightly offset allowing you to stand on it
Fixed being able to glide in the wind in 1-Boss after it disappeared
Fixed a tile error in the World 3 Map
Added and tweaked a few tiles in 3-3 and 3-4 for visual clarity
Alpha 6 OUT NOW!
A major new update is now available for Vibrant Venture!
Please restart Steam if the update does not automatically show up for you.
It's finally time to infiltrate Violastro's astral factory...
This update features multiple new levels, an expansion to the World 3 Map, and many tweaks, improvements, and fixes!
For this update, we put a bunch of effort into the new features and visuals. The new power-up and mechanics are unlike anything in the game so far, and they were quite challenging to design, develop and incorporate into the game, so we hope you'll like them! They play on physics and swapping in a very special way...
The factory aesthetic and environment for 3-4 was something that took a long time for Jurl to get right, however, we're both really happy with the result. Check out the high-definition rendition Jurl made of 3-4 below!
We're already working on the next update, and we have big plans for the end of World 3! We can't wait to share them with you all.
As always, I will fix any bugs and issues you guys encounter as fast as possible.
Make sure to watch the devlog video for all the juicy details about the update and check out the changelog down below!
[previewyoutube="4n42pD-j2Bg;full"]
Changelog
Added the second part of the World 3 World Map
Added a new level: 3-3
Added a new level: 3-4
Added a new enemy: Mollet
Added a new power-up: Quantum Heart
Added the ability to skip boss fight cutscenes
Added music to the Pet Maker
Added a new area to the beginning of 2-4
Added the ability to exit the town on the right side
Added randomized Fairy Bottle drops to 1-Boss and 2-Boss
Changed the font used in the game's user interfaces
Rewrote the Dialogue UI to support localization in the future
Updated Olive's design
Updated the player movement physics
Updated the Stealth Laser visuals
Updated the Options Menu
Updated the doors connecting to the second part of the World 2 Map
Updated the lighting in the Town's temple
Removed phase 2 checkpoints in 1-Boss and 2-Boss for balancing
Fixed bugs
Enjoy!
- Pattrigue
Alpha 6 Releasing February 19th!
Hey everyone! The Alpha 6 update will be released on February 19th, the three-year anniversary of the very first demo we published!
It's time to infiltrate Violastro's factory on the moon...
This update will feature a couple of new levels with some bizarre and exciting mechanics! Tons of tweaks and changes are coming too, as well as some quality of life features like the ability to skip boss cutscenes, a highly requested feature to make no-hit boss run attempts more accessible.
Here's a trailer for the update so you know what to expect! [previewyoutube="qgPdHoscpLM;full"]
Alpha 6 status - Levels, Language and Level Builder
Hey everyone, happy holidays! Hope you all had a wonderful Christmas!
As we make our way into the new year, I want to start off by saying that Alpha 6 is nearly completed. We are working on the final features and details, and we are very happy with how it is turning out. However, as is the case with every January, I have exams all month, so we will have to push the update until after January. I will post another update when we have decided on the exact release date!
Alpha 6 will include a few new levels, many small features and tweaks, and a complete overhaul to the in-game text and dialogue system. This was done to allow localization in the future! As a result, the game now uses a free font known as LanaPixel by eishiya which supports many more language-specific glyphs than we could ever hope to support with our own custom font. We hope to translate the game to a handful of languages after the base game is completed! Our hope is that the game will support a handful of languages such as English (of course), German, French, Spanish, and Japanese. For now, though, we are happy knowing that the reworked text system makes translation possible in the future.
As for the levels in Alpha 6... well, we don't want to spoil anything, but let's just say they are very important to the campaign mode, and we really want to get them right! They have been some of the most tricky levels to design and create, and we are looking forward to getting them out.
Besides all the aforementioned features, the Level Builder is also being worked on. It already features many of the core features I plan to implement including playtesting, objects, enemies, background tiles, and more. It's something I've sunk a lot of time and passion into. I plan on releasing an early version of the level builder in the near future, however, I'm not sure when that will be as of now. In the meantime, check out these two videos to get an idea of what I've implemented so far!