A mysterious puzzle driven campaign


A tactical and competitive multiplayer





VizionEck is two very different experiences packaged into a single game.


One half of VizionEck sees the player isolated, disoriented, and powerless in a foreign and foreboding environment. Exploration drives the player forward as they solve puzzles and discover the truths of the world. It's a challenging adventure with paper and pencil recommended.




The other half of VizionEck is a re-imagining of FPS multiplayer into an arcade like experience. Strategy and reflexes are more important than aiming precision plus a limited variety of weapons keeps the playing field level. Fundamentally it's a shooter unlike anything you've played before.


Check out "Adventure" if you love mysteries and go to "Battle" if you're a fan of competitive multiplayer. This "Home" page meanwhile has all the information about the game as a whole.





Universal Features




Photo Importing
VizionEck's photo mode has the defining ability to work "backwards." Screenshots found online or shared by friends can be converted back into gameplay.

This simple concept has lots of wonderful and sometimes bizarre possibilities. A curious player could load the screenshot shown above, and then pan the camera downward to discover what's at the bottom of those pillars. An artistic player could load this screenshot, and then spice up the shot with new image effects and a better camera placement. An adventurous player could load this screenshot, and then continue playing as if it was their own save file. Etc, etc, etc.

Converting from screenshot to game does not require a pristine quality image. If a player finds a low res screenshot with compression artifacts, they should still be able to load it into VizionEck without problems. It's then possible to resave the image with max quality settings.

*The original screenshot creator can enable/disable what's possible with their image.


Free DLC
Players are directly involved with how fast and how much free DLC is released.  VizionEck's in game-currency is the backbone for this system. An Eckm (VizionEck money) is the game's unit of currency, earned by playing Adventure or Battle. Every time any online player earns an Eckm, VizionEck's "Community Score" also increases. Free DLC is released upon the Community Score reaching select milestones. Players can spend their Eckms to unlock game-skins, new maps, extras, bonuses, and more. DLC content is treated just like content available at launch, and usually needs to be unlocked as well.

Free DLC will be released for the life of the game.


Game Skins
The entire look and feel of VizionEck is customizable. Sound effects, graphics, image filters, music, etc. can be changed and modified as desired. Here is a very small sample of different visual changes.






Screenshots

Click to open in new tab.









Additional screenshots may be viewed in the Gallery.




General Information

  • Release Date: TBA
  • Systems: PS4 lifetime exclusive
  • Number of Online Players: 1 Adventure, 1-16 Battle
  • Number of Local Players for Splitscreen: 1-4 Battle
  • Price: Undecided
  • Project Morpheus support: Post Launch
  • Developer: VizionEck, AKA Mike Armbrust
  • DLC: Tons of it, all free
  • Microtransactions: Heck no; has cheat codes instead






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Recent Comments(Newest First)

Legend

Release Date: When It Is Ready
Release Window: (2016-End of Time)
I can just keep passing the game down generation to generation. Make it the family business.
  • He sucks at sales estimates and predictions

the-pi-guy

Do you think this game will release in 2017?
Release Date: When It Is Ready
Release Window: (2016-End of Time)

Kerotan

Do you think this game will release in 2017?

Legend

Haha with No Man's Sky releasing there have been a ton of complaints about the field of view being horribly small. People determined the FOV was 60 degrees.


VizionEck's FOV is 60 degrees...


Spoiler for Hidden:
I've been kinda stressing out over this for the past few days, but I just realised Unity is an oddball and measures FOV vertically instead of horizontally. In normal game terms, VizionEck's FOV is ~91. Yay!
  • He sucks at sales estimates and predictions

the-pi-guy

I've reached (more or less) the 3 year anniversary of starting work on VizionEck.
3 years.  How times flies.  :o

Legend

I've reached (more or less) the 3 year anniversary of starting work on VizionEck.

So here's a picture from last September.


  • He sucks at sales estimates and predictions

the-pi-guy


Legend



How is this so complicated!?!?!?!?!?

I can't figure out a way to get the colors from the screen in an efficient manner. The trivial way would be to have a script go from pixel to pixel and check if that color has been recorded or not. If it has been recorded, add one to the number of occurrences. Otherwise add it to the array. The obvious problem with this is that it'd take a long time covering every pixel.

The fast way is to use the GPU and crunch all the pixels simultaneously, but I seemingly can't read from the array, only write to it. This shouldn't be this hard! I guess I'll be trying my hand at a compute shader with multiple passes.
  • He sucks at sales estimates and predictions

Legend



I've got the "easy" half finished. This render pass encodes the surface normal to the green and blue channels, while it encodes the distance between the camera and the plane in red. End result is that all triangles with the same normal and distance are rendered the same color. I can then hopefully have the GPU read each pixel and make a list of everything that shows up a significant amount of times. This will determine all reflection planes that are visible and important in the current frame.
  • He sucks at sales estimates and predictions

Legend

I really want to get the game looking like this:



but man are reflections horribly faked in every other game. Screen space reflections don't work, cube maps don't work, reflection probes don't work, etc. My surfaces are just too clear and flat.

So now that I've exhausted all the existing solutions, I'm starting on my own. My current plan of attack is to use my "clear and flat" art style to my advantage. I'll render a full pass getting the coordinates of the planes in the scene, or calculate this from the depth+normal buffer. The resulting buffer should have all similar reflection planes "grouped up" and only include ones that are actually visible on screen. This could be around ~50 unique reflection planes per frame.

For each and every one I'd render a proper reflection, apply a distance blur, and stencil it back on the surface. Would take a frick tone of power compared to my current rendering, but I think I could get it to run on standard PS4. If need be I could decrease reflection resolution and framerate.

How's that sound to anyone who understood my ill written ramble?
  • He sucks at sales estimates and predictions

Legend

But why wouldn't you want people to "cheat" like that? IMO it's worse if people are stuck on a puzzle and just give up on the game altogether since they can't move forward
The game's more or less open world and most of the harder puzzles aren't required to get to the ending. Plus cheating on a puzzle just makes it more likely for the player to have issues with subsequent ones.


I really don't recommend it but I'm fine with people looking up solutions and as 1/2 tau says for a lot of players it's unavoidable. The issue is that if a person really needs help, I don't want other puzzles inadvertently spoiled while googling. "VizionEck hard cube puzzle" might pop up a million different things but "VizionEck 2-17 solution" should only spoil the specific puzzle the player's stuck on.

  • He sucks at sales estimates and predictions

the-pi-guy

But why wouldn't you want people to "cheat" like that? IMO it's worse if people are stuck on a puzzle and just give up on the game altogether since they can't move forward
No, it's not about stopping that kind of cheating.  

Basically if a player is stuck, they have the option of using a guide.  But they shouldn't just use it just because.  

Frankly don't think it's avoidable.  

Dr. Pezus

But why wouldn't you want people to "cheat" like that? IMO it's worse if people are stuck on a puzzle and just give up on the game altogether since they can't move forward

Legend

One thing that's been in the back of my mind for years is puzzle spoilers. How should I handle them?


The worst thing possible IMO would be for a player to hit their first hard puzzle in the game and google it, only to eventually have everything spoiled or just end up using a guide for the rest of the playthrough.

One thing I've been implementing is numbering/naming puzzles and having the current number/name at the top of the screen when paused. This way a player who decides to look up a solution can google the specific puzzle and hopefully avoid more general spoilers while looking for help.



I've had thoughts about including in game hints or curated community puzzle guides, but I fear both would just push more people towards getting help in the first place. Plus they'd take a non trivial amount of work and I really don't want feature creep.
  • He sucks at sales estimates and predictions

the-pi-guy

I decided to make a "cheat sheet" where I broke down VizionEck's lore into just bullet points of the really important stuff, but it's still 13 pages long.

Worldbuilding is just so awesome.
Yes it is.