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)

Dr. Pez

I did a super small friend tournament for VizionEck Cube Royale yesterday.

I won  ::)
It was meant to be

Legend

I did a super small friend tournament for VizionEck Cube Royale yesterday.

I won  ::)

Legend

Remember that second framerate thing I was talking about? Well I finished moving it over to its own thread. Now it runs faster.  :P

Legend

Release date= I am working on it!  (20 years later).
IF that happens, I still might release before Cube World ;D

the-pi-guy

After Cube Royale releases, I'd like to expand it into an MMO with a huge open world. That would be super fun  ;D



Could have cube economies, cube kingdoms waging cube war, and cube mounts to ride around on. If only
Release date= I am working on it!  (20 years later).

Legend

After Cube Royale releases, I'd like to expand it into an MMO with a huge open world. That would be super fun  ;D



Could have cube economies, cube kingdoms waging cube war, and cube mounts to ride around on. If only

Legend

;D judging by the "Woohoo!", it sounds like a huge relief to finally get it working.
I thought the "That's been a huge mess I've struggled learning for years." part made it a bit more obvious than the woohoo  ::)

But yeah it's a relief. I'm a moron who had essentially zero experience with game development, essentially zero experience with programing, and literally zero experience with networking, and thought "hey, I should make my first game have console multiplayer!"


Dr. Pez

;D judging by the "Woohoo!", it sounds like a huge relief to finally get it working.
Wow, you are so smart!!  I hadn't figured that out myself but here you are with your brilliant deduction skills as ever.

SWORDF1SH

Woohoo!

I now have PSN actually working. Not just tests, but actually finding a lobby and playing a match through the PlayStation Network. That's been a huge mess I've struggled learning for years.
;D judging by the "Woohoo!", it sounds like a huge relief to finally get it working.

Legend

Woohoo!

I now have PSN actually working. Not just tests, but actually finding a lobby and playing a match through the PlayStation Network. That's been a huge mess I've struggled learning for years.

Legend

Unity 2017.1's release notes talked a lot about stat logging and it inspired me to work on that for the day.


Well you remember how a short bit ago I talked about how I uncut the theater feature because my network system made it near trivial? Well that's made this near trivial too! I'm already recording full gameplay matches so it'd be stupid not to use them for stats. The system can just parse through them to get details.

If a player deletes a recording to save memory or for another reason, at that point the recording can be condensed into just the basic numbers and dealt with traditionally. Even if I set this up to happen instantly after every match, it's still preferable over wasting resources on tracking the stats during a match.


(I spent most of the day working on another solution and scraped it all. I'm a dork for not realising the theater method sooner)

Legend

L3 is the only ps4 button I'm not currently using, yet I'm actually really impressed with how well everything maps. Jumping stuff is with L1 R1, shooting stuff is L2 R2, weapon select is the 4 face buttons, etc.

NOw if only I could decrease the learning curve.

Legend

A lot of times I just use random values to give objects unique identifiers. Statistically it's very unlikely to cause problems but I'd be a bad programer if I didn't have a failsafe to check for duplicates. It's amusing that I'm more likely to win the lotto than have this code be needed.

the-pi-guy

OH NICE!

This is just boring programer stuff, but I had a function that'd sometimes run a couple hundred times a frame and it was generating some garbage. Not enough to be a problem, but still enough to stand out compared to other functions.

I redesigned the function to fix that. Now it produces zero garbage, runs significantly faster, and produces better results! I don't care if an expert programer could have made this improvement in 5 minutes, it's impressive for me haha.
Boring programmer stuff he says.  

Legend

OH NICE!

This is just boring programer stuff, but I had a function that'd sometimes run a couple hundred times a frame and it was generating some garbage. Not enough to be a problem, but still enough to stand out compared to other functions.

I redesigned the function to fix that. Now it produces zero garbage, runs significantly faster, and produces better results! I don't care if an expert programer could have made this improvement in 5 minutes, it's impressive for me haha.