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, 1-8 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)

SWORDF1SH

No monthly update today or next month. It's the holidays!  8)

Legend

Must be nice.  Not everyone gets holidays like that.  :P
Oh I'm not on holiday.

I'm busy being a house wife.

the-pi-guy

No monthly update today or next month. It's the holidays!  8)
Must be nice.  Not everyone gets holidays like that.  :P

Legend

No monthly update today or next month. It's the holidays!  8)

SWORDF1SH

Well that goes without saying.


You had me worried for a second there.

Legend


SWORDF1SH

I think I've figured out what I'm going to do for a progression system in VizionEck.


1. Play the game and gain experience. This experience  can be spent as an in game currency to unlock new maps, new modes, and new titles. Outside of costing xp, these may also have other requirements to make them more interesting and unique such as needing to have at least 10 kills in a row to get a killstreak title.

2. Experience also works towards increasing your level. Every time you level up, you earn a "development coin" which at that moment you spend on one of five potential new features. It's basically like an in game poll to decide what people want the most and once features get enough coins they're developed. XP can be spent on development coins as well.
What about loot boxes?

Legend

I think I've figured out what I'm going to do for a progression system in VizionEck.


1. Play the game and gain experience. This experience  can be spent as an in game currency to unlock new maps, new modes, and new titles. Outside of costing xp, these may also have other requirements to make them more interesting and unique such as needing to have at least 10 kills in a row to get a killstreak title.

2. Experience also works towards increasing your level. Every time you level up, you earn a "development coin" which at that moment you spend on one of five potential new features. It's basically like an in game poll to decide what people want the most and once features get enough coins they're developed. XP can be spent on development coins as well.

Xbro

There's really not that much difference, and you shouldn't really have trouble.

I just prefer postgres because it was the first one I used. That and it's easier to enter a date.

Legend

I recommend PostgreSQL over MySQL
Why do you prefer postgresql?

I've never had any trouble with mysql.

Xbro

I recommend PostgreSQL over MySQL

the-pi-guy

Oct 01, 2017, 11:50 PM Last Edit: Oct 01, 2017, 11:54 PM by the-pi-guy
You should be able to create a font and display it like standard text.

I made a web app to write in my conlang but I can only view my script in game. Every piece of text needs to be rendered by Unity into a texture.

My dictionary is a standard mySQL table and some php to help search it. Do you want help setting up something like that?
Thanks, but i think I'll work something out.  
I'm not really sure what the easiest way to go about creating a font is, and I wasn't sure how flexible it is.  What if I wanted to make like 100 characters or something?

Actually fontstruct looks neat.

Legend

Do you have some sort of dictionary for your conlang either in game or a piece of software for your own personal reference?  

Been thinking of implementing something to basically be able to use a new script in my own text editor.
You should be able to create a font and display it like standard text.

I made a web app to write in my conlang but I can only view my script in game. Every piece of text needs to be rendered by Unity into a texture.

My dictionary is a standard mySQL table and some php to help search it. Do you want help setting up something like that?

the-pi-guy

Do you have some sort of dictionary for your conlang either in game or a piece of software for your own personal reference?  

Been thinking of implementing something to basically be able to use a new script in my own text editor.

Legend

Sorry I'm sick today and couldn't get a blog post published. It'll be back next week.