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

I have most of the multiplayer set up through lan and will finish PSN integration later.

In the meantime, I'm going to work on polishing the game's visuals and getting it screenshot ready. There's so much programer art that needs replaced  :P
  • He sucks at sales estimates and predictions

the-pi-guy


Legend

Yeah I did a very simple coding project and it took me hours just to figure out how to use some equations and plot some graphs. Sometimes I spent hours trying to work out why one thing wasn't working.

I know its nowhere similar but I have a sense of the pain of development now.
Oh it's incredibly similar haha.

I have little formal training so I spend far more time using the "guess and check" method than I should. It's the main reason why network coding sucks so much for me. Normally I can modify a build and try it out within seconds but setting up a PSN network build takes around 5 minutes. I even have to physically swap ethernet cords every time.



It sucks so much, but then I hear stories about Destiny...

"Let's say a designer wants to go in and move a resource node two inches," said one person familiar with the engine. "They go into the editor. First they have to load their map overnight. It takes eight hours to input their map overnight. They get [into the office] in the morning. If their importer didn't fail, they open the map. It takes about 20 minutes to open. They go in and they move that node two feet. And then they'd do a 15-20 minute compile. Just to do a half-second change."
Kotaku
  • He sucks at sales estimates and predictions

Xbro

Yeah I did a very simple coding project and it took me hours just to figure out how to use some equations and plot some graphs. Sometimes I spent hours trying to work out why one thing wasn't working.
Yeeeeeep. That happens. Far more often than it should. It makes you realize that the little things hurt the most.

Xevross

Yeah I did a very simple coding project and it took me hours just to figure out how to use some equations and plot some graphs. Sometimes I spent hours trying to work out why one thing wasn't working.

I know its nowhere similar but I have a sense of the pain of development now.

the-pi-guy

Realistically any sort of release is still a significant way off.


I just managed to insert players into a multiplayer lobby and sync them across all clients. That's my achievement for the day and I'm proud of it lol. Tomorrow with luck I'll be able to remove them too!

So much goes into software development that you just take for granted.
Learning how to program really changed my view on software.  
I remember when I was probably 7 or 8, just marvelling at Jak and Daxter.  Just wondering how they do all these things.  
At the time, programming was basically magic.  

After programming, it was like oh I know how they do that!  I have no idea how they do that, but I can think of a few ways to do that.  

Legend

Realistically any sort of release is still a significant way off.


I just managed to insert players into a multiplayer lobby and sync them across all clients. That's my achievement for the day and I'm proud of it lol. Tomorrow with luck I'll be able to remove them too!

So much goes into software development that you just take for granted.
  • He sucks at sales estimates and predictions

Legend

I'm having to finish up some language stuff first and then I'll get back into figuring out networking.


(I really hate networking)
  • He sucks at sales estimates and predictions

the-pi-guy


Tachikoma

Get a move on Mike, waiting to buy this.

Legend

Think I won't delay VizionEck again:

Spoiler for Hidden:
<img src="http://i.imgur.com/92RITXi.jpg?fb" alt="" class="bbc_img">
  • He sucks at sales estimates and predictions

Legend

  • He sucks at sales estimates and predictions

the-pi-guy

Isn't lucky's tale 3rd person? How does that work?

Yeah there are lots of interesting methods games are trying. I wonder how long it'll take for standards to form.


Around 8:53

Legend

Lucky's tale does the same thing. It's fun.  
I have absolutely no motion sickness in that game.

Crystal Rift also does the rotation that way.  I don't really have ideas on it per se.  
There's one game that I have that is really bad for motion sickness and it has like 3 or 4 options.  
There's a comfort mode where they shrink down the world.  Not sure how much it helps.  

There's also stability cubes, where they render small semi-transparent cubes.  Something to latch onto.  But, I'm not sure how much it helps people, might be too transparent at times.  

Just wondering if you have looked into it.  
Isn't lucky's tale 3rd person? How does that work?

Yeah there are lots of interesting methods games are trying. I wonder how long it'll take for standards to form.
  • He sucks at sales estimates and predictions

the-pi-guy

A fair amount.

VizionEck Battle in VR is inherently decent since the player's body is visible. It's similar to why tank/plane games work great in VR. Currently aiming is done by pointing the headset. Up/down on the right stick does nothing while left/right rotate the player in 90 degree increments; another inherent advantage of VizionEck using cubes.
Lucky's tale does the same thing. It's fun.  
I have absolutely no motion sickness in that game.

Crystal Rift also does the rotation that way.  
At our Christmas party I showed the game off to guests in VR and got some pretty great feedback too. Focusing on networking atm so I can have a beta as soon as possible but VR is still a high priority. What were you thinking?
I don't really have ideas on it per se.  
There's one game that I have that is really bad for motion sickness and it has like 3 or 4 options.  
There's a comfort mode where they shrink down the world.  Not sure how much it helps.  

There's also stability cubes, where they render small semi-transparent cubes.  Something to latch onto.  But, I'm not sure how much it helps people, might be too transparent at times.  

Just wondering if you have looked into it.