VizionEck

Gaming => Game News Discussion => VizionEck Dev Blog => Topic started by: Legend on May 31, 2015, 07:32 AM

Title: VizionEck
Post by: Legend on May 31, 2015, 07:32 AM

(http://media.vizioneck.com/webassets/vizioneck_logo_800.png)


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.(http://media.vizioneck.com/images/thumb/viz_small_2.png)




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.(http://media.vizioneck.com/images/thumb/viz_small_3.png)


Check out "Adventure (http://vizioneck.com/adventure)" if you love mysteries and go to "Battle (http://vizioneck.com/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 (http://vizioneck.com/extra#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

Title: Re: VizionEck Home
Post by: Dr. Pezus on Jun 11, 2015, 05:32 PM
Cool. Cool cool cool!
Title: Re: VizionEck Home
Post by: Dohmer on Jun 20, 2015, 02:09 AM
I am a very competitive person, will the game have a stat tracker or a way for people to recognize me someone with a certain level of skill?
Title: Re: VizionEck Home
Post by: Legend on Jun 20, 2015, 03:37 AM
I am a very competitive person, will the game have a stat tracker or a way for people to recognize me someone with a certain level of skill?
I love stats so yes!

Every player has a personal score based off how many Eckms they've earned to date. This represents their skill and progress with the game. Beyond that every player stat is tracked, and all of them can be shared online with other players. Kill/death ratio, win/loss ratio, % of matches as MVP, number of kills, number of wins, etc.

Is there a specific stat you'd like to see?
Title: Re: VizionEck Home
Post by: 7H3 on Jun 20, 2015, 03:43 AM
Hours played
Title: Re: VizionEck Home
Post by: Legend on Jun 20, 2015, 03:48 AM
Hours played
Yes hours played, and time played per hour (similar to what users have on this forum).
Title: Re: VizionEck
Post by: Xbro on Jun 25, 2015, 10:02 PM
Yes hours played, and time played per hour (similar to what users have on this forum).
That would be interesting to see.
Title: Re: VizionEck
Post by: kitler53 on Jun 26, 2015, 01:55 AM
Yes hours played, and time played per hour (similar to what users have on this forum).
bah, hours played is so yesterday.  give me frames viewed.  


i hate multiplayer.  give me better details of what puzzle platform means because that is where you'll sell me. 
Title: Re: VizionEck
Post by: ethomaz on Jun 26, 2015, 02:16 AM
No release date?

Stop to post on forum Legend.
Title: Re: VizionEck
Post by: Legend on Jun 26, 2015, 02:33 AM
bah, hours played is so yesterday.  give me frames viewed.  


i hate multiplayer.  give me better details of what puzzle platform means because that is where you'll sell me.
For frames viewed, I'd need to use the ps camera to factor out every time you blink.

Single player details will come with new videos and all that. Expect them in a decade or two.
No release date?

Stop to post on forum Legend.
It'll release on November 10th, 2015. Fallout and Tomb Raider watch out!
Spoiler for Hidden:
no haha it's too soon to give a release date. I won't do that until the game is practically finished.
Title: Re: VizionEck
Post by: the-pi-guy on Jun 26, 2015, 02:35 AM
For frames viewed, I'd need to use the ps camera to factor out every time you blink.

Single player details will come with new videos and all that. Expect them in a decade or two.
It'll release on November 10th, 2015. Fallout and Tomb Raider watch out!
Spoiler for Hidden:
no haha it's too soon to give a release date. I won't do that until the game is practically finished.
Watch!  It'll outsell them both!  :P

Spoiler for Hidden:
<br>Your fans are waiting!<br>
Title: Re: VizionEck
Post by: Legend on Jun 26, 2015, 05:22 AM
Watch!  It'll outsell them both!  :P

Spoiler for Hidden:

Your fans are waiting!

I've just been having so many internal delays mostly caused by the free dlc system. The original plan was to release the game and then work on new content for it. The problem is that lots of the free DLC works best if it's built into the core of the system. Here's an example with what I'm working on right now.

VizionEck launches with a lot of Battle match types, basically like every other fps. Sudden death, one hit kill, infection/zombies, 1 vs everyone, etc. However one of the early free DLCs will be custom match types, allowing players to design their own.

It works best to build VizionEck's launch match types using this player creation tool. So I have to make the backend of the system now. Then for the free dlc all I'll have to do is make menus for it. That really messes with my release target!


Title: Re: VizionEck
Post by: kitler53 on Jun 26, 2015, 12:17 PM
I've just been having so many internal delays mostly caused by the free dlc system. The original plan was to release the game and then work on new content for it. The problem is that lots of the free DLC works best if it's built into the core of the system. Here's an example with what I'm working on right now.

VizionEck launches with a lot of Battle match types, basically like every other fps. Sudden death, one hit kill, infection/zombies, 1 vs everyone, etc. However one of the early free DLCs will be custom match types, allowing players to design their own.

It works best to build VizionEck's launch match types using this player creation tool. So I have to make the backend of the system now. Then for the free dlc all I'll have to do is make menus for it. That really messes with my release target!



if your game was higher profile this post would have killed your game.  

polygon "vizioneck developers intentionally holds back content for dlc". 

the internet "fudge that bumb, i'm not buying his game"
Title: Re: VizionEck
Post by: 7H3 on Jun 26, 2015, 01:18 PM
if your game was higher profile this post would have killed your game.  

polygon "vizioneck developers intentionally holds back content for dlc".

the internet "fudge that bumb, i'm not buying his game"
also why are there no female cubes? SJW outrage!
Title: Re: VizionEck
Post by: Legend on Jun 26, 2015, 02:16 PM
if your game was higher profile this post would have killed your game.  

polygon "vizioneck developers intentionally holds back content for dlc".

the internet "fudge that bumb, i'm not buying his game"
(http://i.imgur.com/fEjwJYA.png)
also why are there no female cubes? SJW outrage!
There are female cubes.
Title: Re: VizionEck
Post by: BananaKing on Jun 26, 2015, 02:27 PM
Sorry to tell you that VizionEck doesnt count. its not AAA
Title: Re: VizionEck
Post by: Rain on Jul 22, 2015, 04:20 PM
I'm assuming this is still coming this year but would be greatful for an update  :)
Title: Re: VizionEck
Post by: Legend on Jul 22, 2015, 05:15 PM
I'm assuming this is still coming this year but would be greatful for an update  :)
As far as release dates go, VizionEck is in the same camp as most other indie games: it'll release when it's finished.

This has been a long delay because I decided to reorganize my free DLC plans and include the single player campaign at launch. Originally "Adventure" was planned to release around the 1 year anniversary of VizionEck's release.

Right now I'm working on the AI for computer controlled players in Battle. At first I was planning on using standard AI which would be fairly quick to implement, but that never feels as good as a real player. So now I'm spending way more time than intended in order to create a "true" AI, a learning intelligence that gets better as it plays. This should feel great to play against. Since I'm spending more time on AI though, I've pushed another unannounced feature back as free DLC. I'm not delaying VizionEck again.


Title: Re: VizionEck
Post by: Rain on Jul 22, 2015, 05:33 PM
As far as release dates go, VizionEck is in the same camp as most other indie games: it'll release when it's finished.

This has been a long delay because I decided to reorganize my free DLC plans and include the single player campaign at launch. Originally "Adventure" was planned to release around the 1 year anniversary of VizionEck's release.

Right now I'm working on the AI for computer controlled players in Battle. At first I was planning on using standard AI which would be fairly quick to implement, but that never feels as good as a real player. So now I'm spending way more time than intended in order to create a "true" AI, a learning intelligence that gets better as it plays. This should feel great to play against. Since I'm spending more time on AI though, I've pushed another unannounced feature back as free DLC. I'm not delaying VizionEck again

Sounds like you have a plan  8)

I recently became a bit more casualized and tend to avoid the big single player games these days. I technically have the time but not the interest to sit and play a game alone for an extended time period. Plus, I am without a TV in my room (by choice) so would have to play in the living room and can't get pulled into the story / dialogue with all the noise if it's voice acted.

I basically reduced myself to smaller indie games or retail games that have multiplayer like Splatoon or Guilty Gear. Vizioneck is both indie & has multiplayer so it has my interest now even more so than before
Title: Re: VizionEck
Post by: Legend on Jul 25, 2015, 02:50 AM
I have 16 person splitscreen to help with AI debugging.

Think I'll just leave it in the game as an option for spectating. 480x270 isn't too bad to play casually on either, but PS4 only supports up to 4 DS4s.
Title: Re: VizionEck
Post by: 7H3 on Sep 08, 2015, 11:13 PM
I have 16 person splitscreen to help with AI debugging.

Think I'll just leave it in the game as an option for spectating. 480x270 isn't too bad to play casually on either, but PS4 only supports up to 4 DS4s.
sweet link me in I'll help!
Title: Re: VizionEck
Post by: Legend on Sep 12, 2015, 06:18 PM
sweet link me in I'll help!
Do you have a dev/test kit?  ::)


Title: Re: VizionEck
Post by: 7H3 on Sep 12, 2015, 06:27 PM
Do you have a dev/test kit?  ::)



nooooo... shareplaymebro
Title: Re: VizionEck
Post by: Legend on Sep 12, 2015, 06:48 PM
nooooo... shareplaymebro
I wonder if it's actually possible to share play on dev kits? Don't have the business internet to make it work, but that could be kinda cool in the future.
Title: Re: VizionEck
Post by: Kerotan on Nov 02, 2015, 09:49 PM
Do you think the game will be out before the end of summer 2016?
Title: Re: VizionEck
Post by: Legend on Nov 02, 2015, 10:52 PM
Do you think the game will be out before the end of summer 2016?
It will release as soon as possible, but right now the date is still TBA.
Title: Re: VizionEck
Post by: Kerotan on Nov 03, 2015, 08:43 AM
I see your game listed for ps VR.  is it very time consuming making a game VR compatible or is it relatively easy?  

Regardless I think your game is really suited to VR.
Title: Re: VizionEck
Post by: Legend on Nov 07, 2015, 06:04 AM
I see your game listed for ps VR.  is it very time consuming making a game VR compatible or is it relatively easy?  

Regardless I think your game is really suited to VR.
It's relatively easy when you already are running at very high performance. Hard part is making the game fun in VR, and not discomforting. Ideally every single aspect of the game should be designed from the ground up with VR in mind.

Personally that's all I'm doing at this stage. Want to release as soon as possible, so VR support and VR exclusive modes will be patched in after launch.
Title: Re: VizionEck
Post by: Legend on Nov 07, 2015, 06:19 AM
I realized I should start posting in this thread more!

Here are the 5 maps in the current build, ranging from super small to super large.

(http://i.imgur.com/jlle4ob.png)

Revolution is the map I've shown in all previous trailers and marketing, while the other 4 maps are new. Plan to launch with 12+.
Title: Re: VizionEck
Post by: Legend on Dec 05, 2015, 06:10 AM
(http://i.imgur.com/4i9JTMG.png)

16 person splitscreen!

Obviously don't have a way to support 16 controllers. This is just what happens when I forget to disable cameras for non local players.
Title: Re: VizionEck
Post by: the-pi-guy on Dec 05, 2015, 10:24 PM
(http://i.imgur.com/4i9JTMG.png)

16 person splitscreen!

Obviously don't have a way to support 16 controllers. This is just what happens when I forget to disable cameras for non local players.
You 4 guys gotta share this controller.
Mike, you get X and O, and R1.
Steve, you get Square and triangle and R2.
Rebecca, you get up and left and L1
Jim, you get right and down and L2.  
And then you 4 gotta share this controller.  
etc...

I'm fun at parties....  
Title: Re: VizionEck
Post by: Legend on Dec 06, 2015, 07:59 PM
You 4 guys gotta share this controller.
Mike, you get X and O, and R1.
Steve, you get Square and triangle and R2.
Rebecca, you get up and left and L1
Jim, you get right and down and L2.  
And then you 4 gotta share this controller.  
etc...

I'm fun at parties....  
You laugh, but in the blue sky phase controller sharing was something I wanted to do.

I also want to do the opposite, allowing multiple controllers to merge and control the same player. This one will probably make it as DLC, since my "infection" game mode needs a similar set up.
Title: Re: VizionEck
Post by: the-pi-guy on Dec 06, 2015, 08:12 PM
You laugh, but in the blue sky phase controller sharing was something I wanted to do.

I also want to do the opposite, allowing multiple controllers to merge and control the same player. This one will probably make it as DLC, since my "infection" game mode needs a similar set up.
Controller sharing was something I wanted to do too!  
It's something I've done a few times before with my brother.  (Don't remember what game it was.)

Just not 4 people to 1 controller... It's a bit excessive.  
Title: Re: VizionEck
Post by: Legend on Dec 09, 2015, 07:20 PM
VizionEck has free DLC for the life of the community.

Free DLC still costs Eckms to unlock, just like everything else in the game.

So what if a person doesn't have enough Eckms to unlock the big new DLC?


Offer the ability to buy the DLC for like $5. Lets people with little free time still enjoy everything the game offers. It'd be restricted to just buying the DLC itself, not Eckms in general, so the currency wouldn't devolve into a microtransaction system.

Spoiler for Hidden:
<br><br>(http://i.imgur.com/V0BG2eT.jpg)<br><br>


Title: Re: VizionEck
Post by: Cute Pikachu on Dec 13, 2015, 02:25 AM
Wait free dlc for us on the forums?
Title: Re: VizionEck
Post by: Legend on Dec 13, 2015, 03:43 AM
Wait free dlc for us on the forums?
Yes free DLC for forum members!

Spoiler for Hidden:
It&#39;s free for everyone else too.
Title: Re: VizionEck
Post by: the-pi-guy on Dec 13, 2015, 03:49 AM
Yes free DLC for forum members!

Spoiler for Hidden:
It's free for everyone else too.

Best advertising line ever!

"Free DLC for forum members*"


*and non forum members*
Title: Re: VizionEck
Post by: RussianLoneWolf on Jan 19, 2016, 02:03 AM
So, what's new?! 

sincerely,
guess who
Title: Re: VizionEck
Post by: Legend on Jan 19, 2016, 02:23 AM
So, what's new?!

sincerely,
guess who
Heyo!

Nothing much to share, and didn't get too much work done over the holidays.

Merlin's doing better.
Title: Re: VizionEck
Post by: Legend on Jan 20, 2016, 05:46 PM
Haha oops!

Game skins work by searching every object in the scene and changing elements as needed. However this skips objects not in the scene, so say loading a new map means it needs to reaplied.

To simplify things, I changed it so the innitial search included every object in the game.

Well it worked, but it worked a little too good! Every single asset was permenantly changed and saved to memory. Had to reload from a back up.
Title: Re: VizionEck
Post by: Legend on Jan 21, 2016, 08:05 PM
Game skin switching happens seamlessly in real time.

Spoiler for Large GIF:
(http://i.imgur.com/FbBXQ47.gif)


I've more or less finished working on this feature and have checked it off the dev list!
Title: Re: VizionEck
Post by: Legend on Jan 30, 2016, 05:19 AM
Hehe seeing the Witness's website makes me feel less bad about VizionEck's delays.

http://the-witness.net/info.html (http://the-witness.net/info.html)

"To be released on multiple platforms -- whatever makes sense in late 2011, when the game will hopefully be finished."
Title: Re: VizionEck
Post by: Legend on Feb 01, 2016, 01:28 AM
VizionEck in Japanese!

(https://pbs.twimg.com/media/CaF3S2WUYAATXGY.png:orig)

Oddly only working on PC right now. On PS4, the text is invisible.
Title: Re: VizionEck
Post by: Legend on Feb 05, 2016, 11:07 PM
Aliasing has been a huge problem with VizionEck from the get go, and I just got a new solution up and running!

I was using 8XMSAA, the best Unity supports.
(http://media.vizioneck.com/images/GAA_off.png)
Even at max settings, the banding is really horrible along the top left line.

Zoomed in it's easy to see how jagged everything is.
(http://media.vizioneck.com/images/GAA_off_zoom.png)


Here are the same shots with my new AA solution applied.
(http://media.vizioneck.com/images/GAA_on.png)

(http://media.vizioneck.com/images/GAA_on_zoom.png)

And gifs comparing before and after.
(http://media.vizioneck.com/images/GAA_off_on.gif)(http://media.vizioneck.com/images/GAA_off_on_zoom.gif)

It works by "ballooning" geometry and merging colors before the render. For a traditional game this would be an incredibly resource expensive function, but for VizionEck's minimal graphics it has zero impact on performance. Also only affects triangles once they are sub pixel sized, so I still need MSAA for standard edges.
Title: Re: VizionEck
Post by: Legend on Feb 06, 2016, 07:22 PM


Screenshot Saturday in video form.
Title: Re: VizionEck
Post by: Legend on Feb 07, 2016, 10:13 PM
I really need to spend some time making quality game skins. Here are the three I've been using for development.
(http://i.imgur.com/gaobkJc.png)
(http://i.imgur.com/H9wf3Gq.png)
(http://i.imgur.com/YiAET90.jpg)
(http://i.imgur.com/wTQ56SH.jpg)
So good looking! ::)
Title: Re: VizionEck
Post by: the-pi-guy on Feb 10, 2016, 05:34 PM
Any idea on release?
Title: Re: VizionEck
Post by: Mmm_fish_tacos on Feb 10, 2016, 06:31 PM
Any idea on release?
::)
Title: Re: VizionEck
Post by: Legend on Feb 10, 2016, 08:21 PM
Any idea on release?
TBA.

I've discovered I'm horrible at predicting how long things will take, and I don't want to keep announcing delays. Sucks I know.


Development is going smoothly though. Last summer I started building version 3 from scratch. This version will be the release version. Adventure is currently being overhauld. Adding/removing/refining large chunks to make it play better.

Battle is playable offline from start to finish. Still need to re-set up matchmaking menus and networking. Will need to do a beta of some sort rightbefore release.
Title: Re: VizionEck
Post by: ViolentPopsicle on Feb 16, 2016, 04:28 AM
Grab yourself a word table and select random sequences in the word table from player input and use word sequence in a google image search, pull results into local storage and use as level skins.
would be entertaining (until someones random sequence was two girls cup)
Title: Re: VizionEck
Post by: Legend on Feb 16, 2016, 05:03 PM
Grab yourself a word table and select random sequences in the word table from player input and use word sequence in a google image search, pull results into local storage and use as level skins.
would be entertaining (until someones random sequence was two girls cup)
That would be pretty cool! I could avoid the "two girls cup" issue by skipping google and instead searching images stored on this server.
Title: Re: VizionEck
Post by: ViolentPopsicle on Feb 17, 2016, 02:53 AM
That would be pretty cool! I could avoid the "two girls cup" issue by skipping google and instead searching images stored on this server.

Would mean you can easily add themed content (Xmas, St Patrick's day, new years, thanksgiving, etc) without having to go through Sony, all you would need to do is have a local (game installed) set of images for the game to fall back on if the connection failed or timed out, would mean you wouldn't have to host images for the game forever to stop it from breaking, too.
Title: Re: VizionEck
Post by: Legend on Feb 18, 2016, 01:37 AM
Would mean you can easily add themed content (Xmas, St Patrick's day, new years, thanksgiving, etc) without having to go through Sony, all you would need to do is have a local (game installed) set of images for the game to fall back on if the connection failed or timed out, would mean you wouldn't have to host images for the game forever to stop it from breaking, too.
Yeah that has a lot of advantages. Legit thank you for the idea!
Title: Re: VizionEck
Post by: silentvizion on Mar 01, 2016, 09:15 AM
Yeah, and you could maybe make those updates optional as well for those who have no sense of fun (like myself) :P
Title: Re: VizionEck
Post by: Legend on Mar 01, 2016, 04:09 PM
Yeah, and you could maybe make those updates optional as well for those who have no sense of fun (like myself) :P
I don't know if that's possible, but I'll look into it.

Don't want to annoy people with a new patch every time they start the game.
Title: Re: VizionEck
Post by: 6god on Mar 05, 2016, 07:19 AM
IS it just me or does the V in the logo look like two crutches that are crossed?

I might be a little tipsy , sorry for being random.
Title: Re: VizionEck
Post by: Dr. Pezus on Mar 06, 2016, 12:00 AM
IS it just me or does the V in the logo look like two crutches that are crossed?

I might be a little tipsy , sorry for being random.
It's for the disabled too!
Title: Re: VizionEck
Post by: Legend on Mar 08, 2016, 07:38 PM
Haven't worked on the game for a few weeks due to health reasons, and was expecting to need around a month more of recovery.

Turns out I'm all good so it's back to work today! No surgery needed.


Been working on streamlining some of the bigger puzzles. Will be fun to see if any of you can solve them.
Title: Re: VizionEck
Post by: the-pi-guy on Mar 08, 2016, 07:46 PM
Haven't worked on the game for a few weeks due to health reasons, and was expecting to need around a month more of recovery.
Turns out I'm all good so it's back to work today! No surgery needed.
Been working on streamlining some of the bigger puzzles. Will be fun to see if any of you can solve them.
:o
Title: Re: VizionEck
Post by: Dr. Pezus on Mar 08, 2016, 10:54 PM
Haven't worked on the game for a few weeks due to health reasons, and was expecting to need around a month more of recovery.

Turns out I'm all good so it's back to work today! No surgery needed.


Been working on streamlining some of the bigger puzzles. Will be fun to see if any of you can solve them.
What happened?
Title: Re: VizionEck
Post by: Legend on Mar 08, 2016, 10:57 PM
What happened?
Just a pilonidal cyst. Kinda hard to work when you can't sit down.
:o
I'm dying!
Title: Re: VizionEck
Post by: the-pi-guy on Mar 09, 2016, 02:36 AM
Just a pilonidal cyst. Kinda hard to work when you can't sit down.
Just gotta kinda stand up or something. ;)

I'm dying!
Spoiler for badjoke:
<br>Nah, you can&#39;t die yet. &nbsp;I need my game. &nbsp;I paid 20$ for VizionEck. &nbsp;I plan to get it.<br>


Spoiler for serious:
<br>I would legit cry. &nbsp;Just to be honest. &nbsp;:&#39;(<br>I&#39;m tearing up just thinking about it. &nbsp;<br>
Title: Re: VizionEck
Post by: Dr. Pezus on Mar 09, 2016, 02:09 PM
Just a pilonidal cyst. Kinda hard to work when you can't sit down.I'm dying!
Classic. I actually think I have it but most of the time I don't feel it and nothing comes out
Title: Re: VizionEck
Post by: Legend on Mar 30, 2016, 06:05 AM
I've been spending the month dealing with the in-game language. It's been over a year since I finalized the words and grammar, so it was kinda jarring having to re-acclimate with it.


Title: Re: VizionEck
Post by: Legend on Apr 08, 2016, 02:44 AM
WOW

I made a tweak to Battle that completely changes how it plays. Needs more playtesting before I commit to this change for good, but it feels like something that should have been there from day one.

Spoiler for Hidden:
<br>I know I tease too much but this change has me legit giddy with excitement.<br>(http://a.fod4.com/misc/swansonsmile.gif)<br>
Title: Re: VizionEck
Post by: the-pi-guy on Apr 08, 2016, 02:46 AM
WOW

I made a tweak to Battle that completely changes how it plays. Needs more playtesting before I commit to this change for good, but it feels like something that should have been there from day one.

Spoiler for Hidden:

I know I tease too much but this change has me legit giddy with excitement.
(http://a.fod4.com/misc/swansonsmile.gif)

I agree, that should have been there since day 1.  
Title: Re: VizionEck
Post by: ahmed muhammed on Apr 09, 2016, 12:58 AM
oy,
what is your #? 
I need you mate, you haven't gone shy on me have you? 
let us talk soon
r.e.s.p.e.k.t. 
Dome
Title: Re: VizionEck
Post by: Legend on Apr 09, 2016, 01:24 AM
oy,
what is your #?
I need you mate, you haven't gone shy on me have you?
let us talk soon
r.e.s.p.e.k.t.
Dome
My number hasn't changed, but I do have a new phone.

Wait was that you that just tried calling me? Thought it was spam.

b.e.l.i.e.v.e
Title: Re: VizionEck
Post by: Legend on Apr 22, 2016, 12:13 AM
Haha I just update my dev PS4 software to the consumer version that recently released.

All my shaders broke so the game was completely pink.
Title: Re: VizionEck
Post by: Legend on May 24, 2016, 09:48 PM
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.
Title: Re: VizionEck
Post by: the-pi-guy on May 24, 2016, 11:30 PM
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.
Title: Re: VizionEck
Post by: Legend on Jun 10, 2016, 10:57 PM
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.
Title: Re: VizionEck
Post by: Dr. Pezus on Jun 11, 2016, 12:34 AM
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
Title: Re: VizionEck
Post by: the-pi-guy on Jun 11, 2016, 12:50 AM
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.  
Title: Re: VizionEck
Post by: Legend on Jun 11, 2016, 02:16 AM
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.

Title: Re: VizionEck
Post by: Legend on Jul 07, 2016, 02:37 AM
I really want to get the game looking like this:

(http://i.imgur.com/k14NTcq.png)

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?
Title: Re: VizionEck
Post by: Legend on Jul 07, 2016, 08:30 AM
(http://i.imgur.com/FkjzkYI.png)

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.
Title: Re: VizionEck
Post by: Legend on Jul 07, 2016, 07:37 PM
(http://i.imgur.com/j1nJSKu.gif)

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.
Title: Re: VizionEck
Post by: the-pi-guy on Jul 07, 2016, 08:44 PM
Lol, the joys.  

Title: Re: VizionEck
Post by: Legend on Jul 19, 2016, 06:58 PM
I've reached (more or less) the 3 year anniversary of starting work on VizionEck.

So here's a picture from last September.

(http://i.imgur.com/AS6Z18K.jpg)
Title: Re: VizionEck
Post by: the-pi-guy on Jul 19, 2016, 07:04 PM
I've reached (more or less) the 3 year anniversary of starting work on VizionEck.
3 years.  How times flies.  :o
Title: Re: VizionEck
Post by: Legend on Aug 09, 2016, 05:13 AM
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&#39;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&#39;s FOV is ~91. Yay!
Title: Re: VizionEck
Post by: Kerotan on Aug 25, 2016, 04:29 PM
Do you think this game will release in 2017?
Title: Re: VizionEck
Post by: the-pi-guy on Aug 25, 2016, 06:57 PM
Do you think this game will release in 2017?
Release Date: When It Is Ready
Release Window: (2016-End of Time)
Title: Re: VizionEck
Post by: Legend on Aug 25, 2016, 07:10 PM
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.
Title: Re: VizionEck
Post by: Legend on Sep 07, 2016, 04:43 AM
One idea I have with adventure is to keep all the puzzles "within" the game.

It's fun when a puzzle needs you to apply logic, but imo it isn't fun when a puzzle needs you to google. Ie putting a sound file in spectrograph and then convert that image from sign language. Kinda cool to read about, but not cool to solve yourself.

As long as you have the general understanding of a person passed middle school, you should have the background to 100% Adventure.


Game will be very very hard at times, but I'm doing my best to keep it fair.



On the subject of difficulty, don't worry. The game is non linear open world so that you don't need to solve every puzzle to reach the end. Plus every main puzzle has a name that shows up when you pause. That way googling for hints is less likely to spoil other puzzles.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 07, 2016, 10:18 AM
One idea I have with adventure is to keep all the puzzles "within" the game.

It's fun when a puzzle needs you to apply logic, but imo it isn't fun when a puzzle needs you to google. Ie putting a sound file in spectrograph and then convert that image from sign language. Kinda cool to read about, but not cool to solve yourself.

As long as you have the general understanding of a person passed middle school, you should have the background to 100% Adventure.


Game will be very very hard at times, but I'm doing my best to keep it fair.



On the subject of difficulty, don't worry. The game is non linear open world so that you don't need to solve every puzzle to reach the end. Plus every main puzzle has a name that shows up when you pause. That way googling for hints is less likely to spoil other puzzles.
OMG I want this game now. This is exactly my sort of thing.
Title: Re: VizionEck
Post by: Legend on Sep 09, 2016, 09:18 PM
I don't have PS4 Pro hardware yet, but I can confidently say VizionEck will run at 4K 60fps for some of the game skins. I mean heck it manages 4K 60fps with a few game skins on PS4 even.
Title: Re: VizionEck
Post by: Mmm_fish_tacos on Sep 09, 2016, 09:28 PM
I don't have PS4 Pro hardware yet, but I can confidently say VizionEck will run at 4K 60fps for some of the game skins. I mean heck it manages 4K 60fps with a few game skins on PS4 even.
When do you get yours?
Title: Re: VizionEck
Post by: Legend on Sep 09, 2016, 10:03 PM
When do you get yours?
When I order it.  ;)

Kinda the same deal as VR. I plan to support these cool things but my priority is releasing the base game. Will patch VR post release and will do Pro once standard graphics are finished.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 09, 2016, 11:25 PM
I love the sound of this, "Thousands of puzzles with no filler. Every one is unique and has a unique purpose in the game". This kind of reminds me of The Witness. After reading what your game is about and what you want to achieve I think this game is extremely well thought out and unique, both the campaign and multiplayer.

"Some optional puzzles are incredibly hard. Even with players collaborating together online, VizionEck will still have unsolved mysteries years after release". This is nice idea that will bring people together to solve puzzle which I had a similar experience with a game called Asemblance. I enjoyed reading through how people worked out how to complete Asemeblance but because I was a little late to the party I missed out on joining in the actually discussions. With ViszonEck is sounds like you'll have more time and opportunities to join a discussion about a particular puzzle which is also encouraged by your plan on clearly labelling each puzzle making it easier for people to find and join in on the discussion about that specific puzzle. Keeping to this subject, do you plan on having some sort difficulty indicator on how hard each puzzle will be to solve?
Title: Re: VizionEck
Post by: Legend on Sep 09, 2016, 11:57 PM
I love the sound of this, "Thousands of puzzles with no filler. Every one is unique and has a unique purpose in the game". This kind of reminds me of The Witness. After reading what your game is about and what you want to achieve I think this game is extremely well thought out and unique, both the campaign and multiplayer.

"Some optional puzzles are incredibly hard. Even with players collaborating together online, VizionEck will still have unsolved mysteries years after release". This is nice idea that will bring people together to solve puzzle which I had a similar experience with a game called Asemblance. I enjoyed reading through how people worked out how to complete Asemeblance but because I was a little late to the party I missed out on joining in the actually discussions. With ViszonEck is sounds like you'll have more time and opportunities to join a discussion about a particular puzzle which is also encouraged by your plan on clearly labelling each puzzle making it easier for people to find and join in on the discussion about that specific puzzle. Keeping to this subject, do you plan on having some sort difficulty indicator on how hard each puzzle will be to solve?
Glad to hear it!  ;D

I really loved playing The Witness and Jonathan Blow's dev talks have really helped me refine the puzzles.



I'm not planing on having a difficulty indicator. Instead I'm using level and puzzle design to (hopefully) telegraph that info to the players.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 10, 2016, 12:45 AM
I'm not planing on having a difficulty indicator. Instead I'm using level and puzzle design to (hopefully) telegraph that info to the players.
So a more natural way of doing it. That's a better idea. Do you know how you will achieve that?

The Witness is a well crafted game. I shook my head at people claiming it was too hard without playing it right. Some people really do need on screen prompts to tell them what to do like "this puzzle contains a rule that you don't know yet, to solve this puzzle visit the castle to learn the new rule".  The game was a masterclass in level design that required you to explore the whole island and learn rules gradually and revisit areas once you've learnt the rule or multiple rules needed to solve puzzle.
Title: Re: VizionEck
Post by: Legend on Sep 10, 2016, 01:05 AM
So a more natural way of doing it. That's a better idea. Do you know how you will achieve that?

The Witness is a well crafted game. I shook my head at people claiming it was too hard without playing it right. Some people really do need on screen prompts to tell them what to do like "this puzzle contains a rule that you don't know yet, to solve this puzzle visit the castle to learn the new rule".  The game was a masterclass in level design that required you to explore the whole island and learn rules gradually and revisit areas once you've learnt the rule or multiple rules needed to solve puzzle.
Yeah for most puzzles I already have stuff like that implemented. It's just a matter of refining everything.

I thought it was frustrating with The Witness how many people thought it was nothing but line puzzles and shrugged it off. The 3D world added so much to the game and was pivotal to much of my enjoyment.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 10, 2016, 01:18 AM
Yeah for most puzzles I already have stuff like that implemented. It's just a matter of refining everything.

I thought it was frustrating with The Witness how many people thought it was nothing but line puzzles and shrugged it off. The 3D world added so much to the game and was pivotal to much of my enjoyment.
Definitley! 100% agree. The world was nice to be in and discover, the puzzles had a lot of depth to them and unique ways to work them out, the world was full of easter eggs and finding all the hidden lines was fun and challenging. To top it off the audio blogs was interesting and insightful, being an atheist made me realise how shallow my opinions are that I base my belief on. I found it quite deep.
Title: Re: VizionEck
Post by: Legend on Sep 13, 2016, 03:52 PM
Just crashed my dev computer with an infinite loop.

Been awhile since I've done that  ::)
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 13, 2016, 04:53 PM
Just crashed my dev computer with an infinite loop.

Been awhile since I've done that  ::)
In Layman's terms, how does one do this?
Title: Re: VizionEck
Post by: Legend on Sep 13, 2016, 05:15 PM
In Layman's terms, how does one do this?
Programs have the ability to repeat a function over and over until the desired conditions are met.

I accidentally made it so that it was impossible for the desired conditions to happen so the function just kept running over and over and over. By the time I realised it wasn't just a really slow function, my computer froze up and I couldn't shut anything down.
Title: Re: VizionEck
Post by: Legend on Sep 23, 2016, 01:55 AM
Micro update:

I'm working on improvements to rendering the alien language. It was generated during loading so the more text I added, the slower things got. Tried and failed with generating it all beforehand, but today I succeeded with optimizing the original technique. So I guess I'm sticking with that.  ::)
Title: Re: VizionEck
Post by: Legend on Sep 26, 2016, 06:24 PM
VizionEck Adventure is a puzzle game and Battle is FPS but there's still platforming as you move around the levels. For years this platforming has felt mediocre since it's just been directly mapping input to motion.

I had a facepalm the other day with realising how stupid that was. Time to add momentum and friction!
Title: Re: VizionEck
Post by: Sang2 on Sep 26, 2016, 08:11 PM
Just remembered about this game.

Will this game still support PlayStation VR?
Title: Re: VizionEck
Post by: Legend on Sep 26, 2016, 08:22 PM
Just remembered about this game.

Will this game still support PlayStation VR?
It'll be added in an update after launch.

Priority is finishing the base game first.
Title: Re: VizionEck
Post by: the-pi-guy on Sep 26, 2016, 10:24 PM
VizionEck Adventure is a puzzle game and Battle is FPS but there's still platforming as you move around the levels. For years this platforming has felt mediocre since it's just been directly mapping input to motion.
I had a facepalm the other day with realising how stupid that was. Time to add momentum and friction!
That seems like a notable omission (for someone who likes physics so much).  ;)
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 26, 2016, 10:28 PM
VizionEck Adventure is a puzzle game and Battle is FPS but there's still platforming as you move around the levels. For years this platforming has felt mediocre since it's just been directly mapping input to motion.

I had a facepalm the other day with realising how stupid that was. Time to add momentum and friction!

How will you do this?
Title: Re: VizionEck
Post by: Legend on Sep 26, 2016, 10:51 PM
That seems like a notable omission (for someone who likes physics so much).  ;)

Oh liking physics is the worst part!!!

I keep on having to remind myself it's a game not a simulator.
How will you do this?
Don't really know. Will try out a lot of things and playtest a lot of games. Once I've narrowed down my general thoughts, I'll probably leave it to the private beta for tweaking.

All I'm really doing is dampening changes in movement so the player feels more grounded in the universe. It's incredibly standard.
Title: Re: VizionEck
Post by: the-pi-guy on Sep 26, 2016, 11:16 PM
I keep on having to remind myself it's a game not a simulator.
Why not both!  

All I'm really doing is dampening changes in movement so the player feels more grounded in the universe. It's incredibly standard.
Would be interesting to give objects a momentum property, and give objects a friction property, and if they collide then it changes their momentum.  
Also make some sort of invisible air particle so that air slows things down too.  

Any idea how games simulate wind (aside from just animating everything)?
I had a thought of making like a wind field kind of thing.  Kind of like a height map, where every coordinate on the map coordinates to a value, except the value would coordinate with a wind speed.
Title: Re: VizionEck
Post by: Legend on Sep 27, 2016, 12:35 AM
Why not both!  

Would be interesting to give objects a momentum property, and give objects a friction property, and if they collide then it changes their momentum.  
Also make some sort of invisible air particle so that air slows things down too.  

Any idea how games simulate wind (aside from just animating everything)?
I had a thought of making like a wind field kind of thing.  Kind of like a height map, where every coordinate on the map coordinates to a value, except the value would coordinate with a wind speed.
I'm pretty sure they either just make it windy everywhere or else have wind zones that determine the wind in their general area. A height map type thing would be incredibly inefficient unless your gameplay had extremely severe wind. So many pixels would have essentially identical wind values.
Title: Re: VizionEck
Post by: the-pi-guy on Sep 27, 2016, 12:45 AM

I'm pretty sure they either just make it windy everywhere or else have wind zones that determine the wind in their general area.
A height map type thing would be incredibly inefficient unless your gameplay had extremely severe wind. So many pixels would have essentially identical wind values.
That makes sense.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 27, 2016, 12:42 PM
Oh liking physics is the worst part!!!

I keep on having to remind myself it's a game not a simulator.Don't really know. Will try out a lot of things and playtest a lot of games. Once I've narrowed down my general thoughts, I'll probably leave it to the private beta for tweaking.

All I'm really doing is dampening changes in movement so the player feels more grounded in the universe. It's incredibly standard.
So you're going for a more weighty feel? Do you plan on making movement slow and steady, for example like the witness, or zippy and light (or any variants in between).
Title: Re: VizionEck
Post by: Legend on Sep 27, 2016, 01:59 PM
So you're going for a more weighty feel? Do you plan on making movement slow and steady, for example like the witness, or zippy and light (or any variants in between).
Probably "zippy and light," just less zippy and light than what's currently implemented.

Right now if you jump forward in the air and let go of the stick, you immediately stop moving forward. At the very least it should take a few frames for you to stop.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 27, 2016, 02:36 PM
Probably "zippy and light," just less zippy and light than what's currently implemented.

Right now if you jump forward in the air and let go of the stick, you immediately stop moving forward. At the very least it should take a few frames for you to stop.
I see, so the response of input commands are instant atm but you want to keep the responsiveness but not make the controls to wooly and loose and find some sort of middle ground. Will you be able to move left or right when you jump or only be able to control the distance of the jump?
Title: Re: VizionEck
Post by: Legend on Sep 27, 2016, 02:45 PM
I see, so the response of input commands are instant atm but you want to keep the responsiveness but not make the controls to wooly and lose and find some sort of middle ground. Will you be able to move left or right when you jump or only be able to control the distance of the jump?
You'll have full control of your cube in air, at least in the standard game mode.
Title: Re: VizionEck
Post by: Legend on Sep 29, 2016, 05:16 AM
I hate cutting things from the game. It helps release it sooner, but sometimes you just need to screw it and develop the thing.
Title: Re: VizionEck
Post by: SWORDF1SH on Sep 29, 2016, 08:41 AM
I hate cutting things from the game. It helps release it sooner, but sometimes you just need to screw it and develop the thing.
Sean Murrey, is that you??? Lol just kidding.

Honestly if I was developing a game it would be a mess of ideas and half implemented stuff.

I suppose hard choices are ahead of you, what to keep and what to scrap!
Title: Re: VizionEck
Post by: the-pi-guy on Sep 29, 2016, 06:44 PM


Replace "novel" with "game"

I kid.

I hate cutting things from the game. It helps release it sooner, but sometimes you just need to screw it and develop the thing.
Oh no!  Things was my favorite feature, and it's being cut.  :(
Title: Re: VizionEck
Post by: the-pi-guy on Oct 06, 2016, 04:03 AM
Old video.
Don't think I've seen this before.  :o
Title: Re: VizionEck
Post by: Legend on Oct 07, 2016, 05:19 AM
Fun video.

Tbh making VizionEck ps4 exclusive has helped with marketing. Fanboys are awesome!
Title: Re: VizionEck
Post by: SWORDF1SH on Oct 07, 2016, 08:29 AM
Fun video.

Tbh making VizionEck ps4 exclusive has helped with marketing. Fanboys are awesome!
Did it really get hate from people? I have no idea why an interesting concept trying something unique would get hate. Personally I'm buying the Super-dooper Legend The Bro Edition for triple the price
Title: Re: VizionEck
Post by: Legend on Oct 07, 2016, 02:33 PM
Did it really get hate from people? I have no idea why an interesting concept trying something unique would get hate. Personally I'm buying the Super-dooper Legend The Bro Edition for triple the price
Oh it got some hate lol. There was even a petition to block it from being ported to xbox. Practically no one signed it, but someone felt enough anger to start one.

The console wars were so strong back then.
Title: Re: VizionEck
Post by: Mmm_fish_tacos on Oct 07, 2016, 02:37 PM
Did it really get hate from people? I have no idea why an interesting concept trying something unique would get hate. Personally I'm buying the Super-dooper Legend The Bro Edition for triple the price
Have you invested in the forum sub yet?
Title: Re: VizionEck
Post by: SWORDF1SH on Oct 07, 2016, 04:10 PM
Have you invested in the forum sub yet?
?

Oh it got some hate lol. There was even a petition to block it from being ported to xbox. Practically no one signed it, but someone felt enough anger to start one.

The console wars were so strong back then.
Lol did you upset Xbox people on chartz for the them to have animosity towards you haha? I'm sure I can remember you causing a bit of commotion back in the day.
Title: Re: VizionEck
Post by: Legend on Oct 07, 2016, 04:43 PM
?
Lol did you upset Xbox people on chartz for the them to have animosity towards you haha? I'm sure I can remember you causing a bit of commotion back in the day.
Well I'm sure a few of the xbots hated me but they hated everyone. Most xbox fans on the chertz I had fun friendly convos with.

The only commotion I caused was when I "hacked" their website and had a going away party. http://gamrconnect.vgchartz.com/thread.php?id=193416 (http://gamrconnect.vgchartz.com/thread.php?id=193416)


You know how the chertz have their pro subscription or whatever? Well they actually copied that from us (no). http://vizioneck.com/forum/index.php?action=profile;area=subscriptions (http://vizioneck.com/forum/index.php?action=profile;area=subscriptions)
Title: Re: VizionEck
Post by: SWORDF1SH on Oct 07, 2016, 05:11 PM
I'm up for supporting the forum. But before I do can you make the forum unusable with aggressive ad campaigns and the only way to get rid of these browser breaking ads is to pay you monies. Also can you put some basic features behind a paywall, I want to feel like I'm getting something in return.
Title: Re: VizionEck
Post by: Legend on Oct 07, 2016, 05:18 PM
I'm up for supporting the forum. But before I do can you make the forum unusable with aggressive ad campaigns and the only way to get rid of these browser breaking ads is to pay you monies. Also can you put some basic features behind a paywall, I want to feel like I'm getting something in return.
Fun fact you might not know.

The forum ads are optional. Any user can go into "look and layout" and turn them off.


(also the paid subscriptions are a joke. I'm pretty sure you can't actually buy them)
Title: Re: VizionEck
Post by: SWORDF1SH on Oct 07, 2016, 05:31 PM
Fun fact you might not know.

The forum ads are optional. Any user can go into "look and layout" and turn them off.


(also the paid subscriptions are a joke. I'm pretty sure you can't actually buy them)
I had adblock running when I came here and the forum was ever so polite in telling me ads were optional that I disabled adblock. The only reason I installed adblock in the first place was because of chartz. On phone I have no choice, I haven't found a solution to block ads while on chartz.

O so you can't support the forum. Maybe you should set something up.
Title: Re: VizionEck
Post by: darkknightkryta on Oct 11, 2016, 10:15 PM
I think you should add in a cheat code into your game that allows the user's cube to be your, @Legend , avatar.  Just picturing a cube floating around killing people with that face is making me giggle.
Title: Re: VizionEck
Post by: Legend on Oct 11, 2016, 11:26 PM
I think you should add in a cheat code into your game that allows the user's cube to be your, @Legend , avatar.  Just picturing a cube floating around killing people with that face is making me giggle.
I'll be sure to give it laser eyes too.
Title: Re: VizionEck
Post by: DerNebel on Oct 12, 2016, 08:48 AM
Fun fact you might not know.

The forum ads are optional. Any user can go into "look and layout" and turn them off.


(also the paid subscriptions are a joke. I'm pretty sure you can't actually buy them)
Btw. this reminds me, I have adblock specifically turned off on Vizioneck but it still doesn't show the ads to me very often and tells me that I can just turn off ads on this forum instead of using adblock. Do you know what's up with that?
Title: Re: VizionEck
Post by: Legend on Oct 12, 2016, 08:57 AM
Btw. this reminds me, I have adblock specifically turned off on Vizioneck but it still doesn't show the ads to me very often and tells me that I can just turn off ads on this forum instead of using adblock. Do you know what's up with that?
Do the ads eventually show up if you let the page idle?

The adblock message pops up if after a short bit of time the ads haven't started loading.
Title: Re: VizionEck
Post by: DerNebel on Oct 12, 2016, 09:17 AM
Do the ads eventually show up if you let the page idle?

The adblock message pops up if after a short bit of time the ads haven't started loading.
Don't think so, no. I'll try when I get home though.
Title: Re: VizionEck
Post by: DerNebel on Oct 12, 2016, 01:00 PM
Checked, no they don't load.
Title: Re: VizionEck
Post by: Legend on Oct 12, 2016, 03:24 PM
Checked, no they don't load.
Might be a german internet issue or just your adblock tripping up, but not really worth further investigation.

I recommend you just donate directly to me instead.
Title: Re: VizionEck
Post by: SWORDF1SH on Oct 12, 2016, 03:26 PM
I recommend you just donate directly to me instead.
Will it mean the game get's done quicker?
Title: Re: VizionEck
Post by: Legend on Oct 12, 2016, 03:40 PM
Will it mean the game get's done quicker?
Probably the opposite.

I'd be distracted by all the booze and hookers made available from your funds.
Title: Re: VizionEck
Post by: SWORDF1SH on Oct 12, 2016, 04:10 PM
Probably the opposite.

I'd be distracted by all the booze and hookers made available from your funds.
Here's $100, film it!!!
Title: Re: VizionEck
Post by: DerNebel on Oct 12, 2016, 07:56 PM
Probably the opposite.

I'd be distracted by all the booze and hookers made available from your funds.
I have no use for it, but I deliberately stole money from you just so you get back to work on your game.
Title: Re: VizionEck
Post by: the-pi-guy on Oct 12, 2016, 10:09 PM
I have no use for it, but I deliberately stole money from you just so you get back to work on your game.
The cheapest way to hire someone is pay them with their own money.  
Title: Re: VizionEck
Post by: Legend on Nov 08, 2016, 03:31 AM
VizionEck Battle is not going to have a beta till 2017.

Way back in 2013 I had an online build of VizionEck but that was on PC. Porting that to PSN has been slow and frustrating since I can't just find the answers on google.  :P So instead of dealing with that headache right now, I'm going to continue polishing up Battle and playtesting it using splitscreen. Will probably have guests over for Christmas so it'll be nice to show them something that looks finished. Then after New Years I'll finish up networking and hopefully get a beta up for you all to play.
Title: Re: VizionEck
Post by: SWORDF1SH on Nov 08, 2016, 12:49 PM
VizionEck Battle is not going to have a beta till 2017.

Way back in 2013 I had an online build of VizionEck but that was on PC. Porting that to PSN has been slow and frustrating since I can't just find the answers on google.  :P So instead of dealing with that headache right now, I'm going to continue polishing up Battle and playtesting it using splitscreen. Will probably have guests over for Christmas so it'll be nice to show them something that looks finished. Then after New Years I'll finish up networking and hopefully get a beta up for you all to play.
Exciting stuff
Title: Re: VizionEck
Post by: Legend on Dec 07, 2016, 09:55 PM
This morning I transferred my PSVR over to the devkit and tried that out. The default graphics are so perfect for VR and it's fun walking around in them like a giant. Now if only motion sickness wasn't a problem  :-[
Title: Re: VizionEck
Post by: the-pi-guy on Dec 07, 2016, 11:30 PM
This morning I transferred my PSVR over to the devkit and tried that out. The default graphics are so perfect for VR and it's fun walking around in them like a giant. Now if only motion sickness wasn't a problem  :-[
Cool!  

I haven't played any new games, so I don't know what games are tending to do.  But I hope devs are giving or will give a variety of options.

Give comfort options, but also let walking around doable.  

Title: Re: VizionEck
Post by: the-pi-guy on Jan 07, 2017, 07:34 PM
How much have you looked into comfort options?
Title: Re: VizionEck
Post by: Legend on Jan 07, 2017, 08:16 PM
How much have you looked into comfort options?
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.


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?
Title: Re: VizionEck
Post by: the-pi-guy on Jan 07, 2017, 08:27 PM
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.  
Title: Re: VizionEck
Post by: Legend on Jan 07, 2017, 08:38 PM
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.
Title: Re: VizionEck
Post by: the-pi-guy on Jan 07, 2017, 08:43 PM
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
Title: Re: VizionEck
Post by: Legend on Jan 07, 2017, 08:45 PM


Around 8:53
Oh the looking thing yeah.
Title: Re: VizionEck
Post by: Legend on Jan 12, 2017, 05:07 AM
Think I won't delay VizionEck again:

Spoiler for Hidden:
(http://i.imgur.com/92RITXi.jpg?fb)
Title: Re: VizionEck
Post by: Tachikoma on Jan 19, 2017, 09:07 PM
Get a move on Mike, waiting to buy this.
Title: Re: VizionEck
Post by: the-pi-guy on Jan 19, 2017, 10:29 PM
I call that inspiration.
Title: Re: VizionEck
Post by: Legend on Jan 20, 2017, 06:32 AM
I'm having to finish up some language stuff first and then I'll get back into figuring out networking.


(I really hate networking)
Title: Re: VizionEck
Post by: Legend on Feb 01, 2017, 07:25 AM
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.
Title: Re: VizionEck
Post by: the-pi-guy on Feb 01, 2017, 01:54 PM
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.  
Title: Re: VizionEck
Post by: Xevross on Feb 02, 2017, 01:09 AM
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.
Title: Re: VizionEck
Post by: Xbro on Feb 02, 2017, 03:58 AM
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.
Title: Re: VizionEck
Post by: Legend on Feb 02, 2017, 07:10 AM
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 (http://kotaku.com/the-messy-true-story-behind-the-making-of-destiny-1737556731)
Title: Re: VizionEck
Post by: the-pi-guy on Feb 02, 2017, 01:50 PM
That sounds awful. :o
Title: Re: VizionEck
Post by: Legend on Feb 05, 2017, 01:11 AM
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
Title: Re: VizionEck
Post by: the-pi-guy on Apr 04, 2017, 02:46 PM
Idea: create a webcomic to generate support for your game.
Just draw things every day.  
Title: Re: VizionEck
Post by: Legend on Apr 04, 2017, 03:35 PM
Idea: create a webcomic to generate support for your game.
Just draw things every day. 
If you insist...

Spoiler for Hidden:
(http://i.imgur.com/6GopiAX.png)
Title: Re: VizionEck
Post by: darkknightkryta on Apr 05, 2017, 12:34 PM
If you insist...

Spoiler for Hidden:
(http://i.imgur.com/6GopiAX.png)

Now host that somewhere, near release.
Title: Re: VizionEck
Post by: Legend on Apr 08, 2017, 01:03 AM
(https://i.redd.it/yh8nv9m7l6qy.jpg)

VizionEck is releasing soon guys!
Title: Re: VizionEck
Post by: darkknightkryta on Apr 11, 2017, 11:36 PM
 8)
Title: Re: VizionEck
Post by: Dr. Pezus on Apr 13, 2017, 07:35 AM
 ::)
Title: Re: VizionEck
Post by: the-pi-guy on Apr 16, 2017, 01:49 PM
"Debugging (verb)
Being the detective in a crime movie where you are also the murderer."

Lol
Title: Re: VizionEck
Post by: Cody on Apr 18, 2017, 04:21 PM
This game looks simple, beautiful, and innovative. Creativity is not dead and I love what you have created.  I really look forward to multiplayer and its community base.
Title: Re: VizionEck
Post by: Legend on Apr 18, 2017, 04:39 PM
This game looks simple, beautiful, and innovative. Creativity is not dead and I love what you have created.  I really look forward to multiplayer and its community base.
Well thank you. That's an incredibly positive post  ;D
Title: Re: VizionEck
Post by: Legend on May 05, 2017, 02:44 AM
Unity games tend to be CPU bound and VizionEck's been no exception. The gameplay premiere showed off some bad framerates (even though it was running on a beefy PC shhh!) and I'd joke that the red weapon was a framerate grenade. Today I made some changes that more than halved the framerate during action that made it go from annoying to unplayable.

So with that and the fact I need to start polishing for release anyway, I redesigned how the system handled things. All player created effects now run on their own framerate separate of the main game one. So every player can explode a "framerate grenade" at the same time and the general game will keep running at 60 fps.

The grenade effects drop down to like 5 fps for a short bit so there's still definitely room for improvement in this worst case scenario but it won't affect gameplay which is the important thing. Will also be great for VR where any drop anywhere is unacceptable.



I'm also working on my garbage collection. The framerate drops below 60 when that happens and it happens a fair amount. The blasts are all created and destroyed currently so switching to a recycling method will hopefully make that an easy fix.

(but really, ya'll have no idea how happy I am that in general the framerate is now locked to 60. Noticeable drops were super distracting when playtesting)
Title: Re: VizionEck
Post by: Legend on May 16, 2017, 09:22 PM
Title: Re: VizionEck
Post by: SWORDF1SH on May 16, 2017, 09:49 PM

I can be part of your team. I can make tea & biscuits and dust the furniture.
Title: Re: VizionEck
Post by: Legend on May 21, 2017, 03:07 PM
Oops I broke something. I've been working on HUD design so I haven't booted the game up on the testkit for a few days. Well uploaded the newest build to see how everything looked on a different TV and...

...screen tearing everywhere! Also my primary AA solution turned off.  :P
Title: Re: VizionEck
Post by: darkknightkryta on May 22, 2017, 12:27 PM
Oops I broke something. I've been working on HUD design so I haven't booted the game up on the testkit for a few days. Well uploaded the newest build to see how everything looked on a different TV and...

...screen tearing everywhere! Also my primary AA solution turned off.  :P
How is there screen tearing?  Is 120fps @ 10k too much for the ps4?
Title: Re: VizionEck
Post by: Legend on May 22, 2017, 02:59 PM
How is there screen tearing?  Is 120fps @ 10k too much for the ps4?
edt: it was just the Unity engine being stupid. The system just randomly decided to change the game to the lowest graphic settings.


Title: Re: VizionEck
Post by: Legend on Jun 05, 2017, 03:12 AM
Right now I'm completely redoing the platforming physics. I redid them a long time ago for Adventure, but Cube Royale's have been untouched for years.

That's because Cube Royale was incredibly "tight" in the sense that I just mapped input directly to velocity. Could stop as fast as you could let go of the stick.

It works pretty well on the ground so I might not actually change it, but in air it felt really odd. I think my new method could be pretty cool.
Title: Re: VizionEck
Post by: SWORDF1SH on Jun 05, 2017, 12:38 PM
Right now I'm completely redoing the platforming physics. I redid them a long time ago for Adventure, but Cube Royale's have been untouched for years.

That's because Cube Royale was incredibly "tight" in the sense that I just mapped input directly to velocity. Could stop as fast as you could let go of the stick.

It works pretty well on the ground so I might not actually change it, but in air it felt really odd. I think my new method could be pretty cool.
In what way did it feel odd?
Title: Re: VizionEck
Post by: the-pi-guy on Jun 06, 2017, 03:52 PM
In what way did it feel odd?
Well I mean I'd imagine it'd be odd to stop moving abruptly in midair.
Title: Re: VizionEck
Post by: Legend on Jun 06, 2017, 05:00 PM
Well I mean I'd imagine it'd be odd to stop moving abruptly in midair.
Exactly. Players had no momentum.

New method still allows just as much control, but movement feels weighty. Much cooler too.
Title: Re: VizionEck
Post by: Legend on Jun 06, 2017, 08:48 PM
Gosh I love/hate working on graphics. There's a "specific" effect I've been working on recently and now my brain can't help but notice it everywhere and critique it.
Title: Re: VizionEck
Post by: SWORDF1SH on Jun 06, 2017, 09:56 PM
Exactly. Players had no momentum.

New method still allows just as much control, but movement feels weighty. Much cooler too.
Oh I think you talked about this issue before. Definitely remember commenting on something like this before.
Title: Re: VizionEck
Post by: Legend on Jun 06, 2017, 10:56 PM
Oh I think you talked about this issue before. Definitely remember commenting on something like this before.
Almost exactly a year ago I redid the platforming for Adventure, but I'm not sure I posted anything publicly about that.

And technically 3.0 has always had a thing called "relative_velocity." Basically it's physics grids like in Star Citizen. Players moved within the physics grid independently of how the grid was moving. Not so long ago I depreciated it since I cut the big feature using it, so maybe that's what you're thinking of, but again I'm not sure I posted about it.
Title: Re: VizionEck
Post by: SWORDF1SH on Jun 07, 2017, 03:33 PM
Check comments #103 onwards.
27 September 2016, 15:45:26 (http://vizioneck.com/forum/index.php?topic=2139.msg178125#msg178125)

Quote from: SWORDF1SH on 27 September 2016, 15:36:06 (http://vizioneck.com/forum/index.php?msg=178123)
Quote
I see, so the response of input commands are instant atm but you want to keep the responsiveness but not make the controls to wooly and lose and find some sort of middle ground. Will you be able to move left or right when you jump or only be able to control the distance of the jump?
[size]

You'll have full control of your cube in air, at least in the standard game mode.[/size]
Title: Re: VizionEck
Post by: Legend on Jun 07, 2017, 04:44 PM
Aw yeah. That was when I made it so that explosions and the like could push the player. Repurposed physics grids for that. Didn't change the underlying platforming.
Title: Re: VizionEck
Post by: Legend on Jun 17, 2017, 07:04 PM
I've hashed out a script for Cube Royale's reveal trailer. Might not like the results and instead go with a different idea though. Making a VizionEck trailer is so freaking hard. Mostly because I don't know what I'm doing, but also because it's just so darn unique.
Title: Re: VizionEck
Post by: SWORDF1SH on Jun 17, 2017, 11:53 PM
I've hashed out a script for Cube Royale's reveal trailer. Might not like the results and instead go with a different idea though. Making a VizionEck trailer is so freaking hard. Mostly because I don't know what I'm doing, but also because it's just so darn unique.
What type of unique are we talking here. Unique as in a beautiful individual snowflake  :) or unique as in Bananaking unique  :o
Title: Re: VizionEck
Post by: Legend on Jun 18, 2017, 02:04 AM
What type of unique are we talking here. Unique as in a beautiful individual snowflake  :) or unique as in Bananaking unique  :o
Have you ever played a game where you're a cube?
I'd say that's somewhat unique.

Now imagine a game where you're a cube and there are two jump buttons.
I'd say that's unique.

How about a game where you're a cube, there are two jump buttons, there are two health bars, the d-pad rotates you, weapons are cubes, weapons are simultaneously shields, doing damage to the enemy often helps the enemy, suicide is sometimes beneficial, the camera is a mix of first/third person, low ground is more advantageous than high ground, decoy cubes exist throughout the world, and platforming feels like pong.
I'd say that's VizionEck Cube Royale.
Title: Re: VizionEck
Post by: the-pi-guy on Jun 18, 2017, 03:08 AM
Have you ever played a game where you're a cube?
Oh yeah.  Cubefall, CubeCraft, UnCubed, Super Cube RPG.  Such amazing games.  
Now imagine a game where you're a cube and there are two jump buttons.
I'd say that's unique.
Super Super Cube Bros!  
Ah, yeah that takes me back.  Super Super Cube Bros 2 is sucky, but SSCB3 really brings the series back to what it was supposed to be.  

How about a game where you're a cube, there are two jump buttons, there are two health bars, the d-pad rotates you, weapons are cubes, weapons are simultaneously shields, doing damage to the enemy often helps the enemy, suicide is sometimes beneficial, the camera is a mix of first/third person, low ground is more advantageous than high ground, decoy cubes exist throughout the world, and platforming feels like pong.
I'd say that's VizionEck Cube Royale.
The closest game I can think of is VizionEck Cube of the Titans.  First half was great, second half felt very unfinished.
Title: Re: VizionEck
Post by: SWORDF1SH on Jun 18, 2017, 09:28 AM
Have you ever played a game where you're a cube?
I'd say that's somewhat unique.

Now imagine a game where you're a cube and there are two jump buttons.
I'd say that's unique.

How about a game where you're a cube, there are two jump buttons, there are two health bars, the d-pad rotates you, weapons are cubes, weapons are simultaneously shields, doing damage to the enemy often helps the enemy, suicide is sometimes beneficial, the camera is a mix of first/third person, low ground is more advantageous than high ground, decoy cubes exist throughout the world, and platforming feels like pong.
I'd say that's VizionEck Cube Royale.
So it's beautifully unique! Yay!
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 05:38 AM
Updated to Unity 5.6 today. This should be the version of Unity I ship with!  ;D
Title: Re: VizionEck
Post by: the-pi-guy on Jun 20, 2017, 11:37 AM
Updated to Unity 5.6 today. This should be the version of Unity I ship with!  ;D
I'll believe it when I see it.


Probably not even then.  
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 02:44 PM
I'll believe it when I see it.


Probably not even then.  
THere's no 5.7. I'm not saying the game is releasing soon ;)

I'Ll need to make a physical release and ship it to you. Maybe You'll believe it once you're holding it.
Title: Re: VizionEck
Post by: the-pi-guy on Jun 20, 2017, 02:50 PM
THere's no 5.7. I'm not saying the game is releasing soon ;)
I suppose Unity 2017 might be a little much....  

I'Ll need to make a physical release and ship it to you. Maybe You'll believe it once you're holding it.
"This is clearly photoshopped"
"That doesn't make any sense, it's a physical copy and you are holding it..."
"You know what else doesn't make sense, why a developer would make a physical copy for a game that will be lucky to sell 20k."
"Touche"  :'(

But seriously, I'm looking forward to these things.  
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 04:25 PM
I suppose Unity 2017 might be a little much....  
"This is clearly photoshopped"
"That doesn't make any sense, it's a physical copy and you are holding it..."
"You know what else doesn't make sense, why a developer would make a physical copy for a game that will be lucky to sell 20k."
"Touche"  :'(

But seriously, I'm looking forward to these things.  
If Cube Royale sells 20k, I'll be the happiest man on Earth.

1k was my "ok it's not a failure" mark back when Adventure was included. Nowadays I'm not even caring about sales with Cube Royale. If it gets decent reception and enough people are online for matchmaking, that's good for me.
Title: Re: VizionEck
Post by: Xevross on Jun 20, 2017, 05:42 PM
If Cube Royale sells 20k, I'll be the happiest man on Earth.

1k was my "ok it's not a failure" mark back when Adventure was included. Nowadays I'm not even caring about sales with Cube Royale. If it gets decent reception and enough people are online for matchmaking, that's good for me.
How much are you selling it for? I guess you don't need many sales to have made money on it and to allow you to make more games
Title: Re: VizionEck
Post by: the-pi-guy on Jun 20, 2017, 05:46 PM
How much are you selling it for? I guess you don't need many sales to have made money on it and to allow you to make more games
He said 20$ in the past, but he could have changed his mind.
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 06:10 PM
How much are you selling it for? I guess you don't need many sales to have made money on it and to allow you to make more games
Still haven't decided yet, but it'll be under $20.

Unless Cube Royale is a catastrophic failure, I'll be finishing VizionEck Adventure at the very least. The majority of dev time has been from learning how to do dev things and programing my own solutions into Unity. Adventure will only take another year or two to release. Also within that time frame I plan to reuse the "VizionEngine" for a 3rd smaller game.

If after those 3 games I've still not recovered my expenses and made a livable wage, then it's a financial failure and I'd have no clue what to do ::)

He said 20$ in the past, but he could have changed his mind.
That was back when Adventure and Cube Royale were a combo and had much smaller scopes.
Title: Re: VizionEck
Post by: the-pi-guy on Jun 20, 2017, 06:23 PM
If after those 3 games I've still not recovered my expenses and made a livable wage, then it's a financial failure and I'd have no clue what to do ::)
Go back to school!  (I know you'll say no.  You'll have no moneys, no ambition to become an engineer or anything.)
That was back when Adventure and Cube Royale were a combo and had much smaller scopes.
I know.   ::)
12$ I think seems reasonable. Maybe 15.
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 06:47 PM
Go back to school!  (I know you'll say no.  You'll have no moneys, no ambition to become an engineer or anything.)I know.   ::)
12$ I think seems reasonable. Maybe 15.
Won't do $12. If you don't round the price, it makes it feel like a lower quality game.

I'm planning to do school regardless.
Title: Re: VizionEck
Post by: the-pi-guy on Jun 20, 2017, 06:49 PM
I'm planning to do school regardless.
:o
Really?  

I just remember you not being so sure the last time you talked about it.  
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 06:51 PM
:o
Really?  

I just remember you not being so sure the last time you talked about it.  
That was years ago!
Title: Re: VizionEck
Post by: the-pi-guy on Jun 20, 2017, 06:56 PM
That was years ago!
What?  You can't just change your mind on a subject like that every couple years!  /s

Are you thinking back to engineering or something else?  
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 06:57 PM
What?  You can't just change your mind on a subject like that every couple years!  /s

Are you thinking back to engineering or something else?  
No definitely software. I was already switching to programing before deciding to try game dev.
Title: Re: VizionEck
Post by: SWORDF1SH on Jun 20, 2017, 07:54 PM
A 3rd smaller game! Can you give us some info?
Title: Re: VizionEck
Post by: Legend on Jun 20, 2017, 08:11 PM
A 3rd smaller game! Can you give us some info?
Probably a multiplayer FPS or something. Would re-skin Cube Royale with new graphics and experiment with different gimmicks and concepts (no cubes).

I haven't spent any time thinking about the details. Just the byproduct of wanting to spend less time between releases.
Title: Re: VizionEck
Post by: Legend on Jun 22, 2017, 07:57 PM
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.
Title: Re: VizionEck
Post by: the-pi-guy on Jun 22, 2017, 08:02 PM
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.  
Title: Re: VizionEck
Post by: Legend on Jun 29, 2017, 11:34 PM
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.
Title: Re: VizionEck
Post by: Legend on Jun 30, 2017, 05:24 PM
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.
Title: Re: VizionEck
Post by: Legend on Jul 12, 2017, 02:01 AM
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)
Title: Re: VizionEck
Post by: Legend on Jul 13, 2017, 11:13 PM
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.
Title: Re: VizionEck
Post by: SWORDF1SH on Jul 15, 2017, 09:26 AM
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.
Title: Re: VizionEck
Post by: Dr. Pezus on Jul 15, 2017, 12:12 PM
;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.
Title: Re: VizionEck
Post by: Legend on Jul 16, 2017, 02:31 AM
;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!"

Title: Re: VizionEck
Post by: Legend on Jul 23, 2017, 04:15 AM
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
Title: Re: VizionEck
Post by: the-pi-guy on Jul 23, 2017, 01:49 PM
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).
Title: Re: VizionEck
Post by: Legend on Jul 23, 2017, 02:49 PM
Release date= I am working on it!  (20 years later).
IF that happens, I still might release before Cube World ;D
Title: Re: VizionEck
Post by: Legend on Jul 25, 2017, 08:20 PM
Remember that second framerate thing I was talking about? Well I finished moving it over to its own thread. Now it runs faster.  :P
Title: Re: VizionEck
Post by: Legend on Jul 26, 2017, 02:07 AM
I did a super small friend tournament for VizionEck Cube Royale yesterday.

I won  ::)
Title: Re: VizionEck
Post by: Dr. Pezus on Jul 26, 2017, 02:32 PM
I did a super small friend tournament for VizionEck Cube Royale yesterday.

I won  ::)
It was meant to be
Title: Re: VizionEck
Post by: Legend on Jul 30, 2017, 03:17 AM
I love that I ditched the mechanic of colored surfaces affecting the gameplay.

I can give levels so much more visual identity now. Right now I have ~10 playtesting levels and they all feel unique, vs before I struggled having even just a few standout.
Title: Re: VizionEck
Post by: Legend on Aug 15, 2017, 06:13 PM
No blog post this week. I've been too busy trying to hit a deadline. Sorry.  :'(
Title: Re: VizionEck
Post by: Legend on Aug 24, 2017, 04:45 AM
I'm thinking of changing how game modes (like deathmatch, king of the hill, etc.) work. Instead of having one game mode for every configuration, it'll have general game modes and then modifiers that can be applied to them.

This modularity would help decrease clutter and make the rules more straightforward when in a lobby. Also gives more options when setting up a custom match.
Title: Re: VizionEck
Post by: Legend on Sep 13, 2017, 07:15 PM
Sorry I'm sick today and couldn't get a blog post published. It'll be back next week.
Title: Re: VizionEck
Post by: the-pi-guy on Oct 01, 2017, 09:41 PM
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.
Title: Re: VizionEck
Post by: Legend on Oct 01, 2017, 11:32 PM
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?
Title: Re: VizionEck
Post by: the-pi-guy on Oct 01, 2017, 11:50 PM
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.
Title: Re: VizionEck
Post by: Xbro on Oct 11, 2017, 07:44 PM
I recommend PostgreSQL over MySQL
Title: Re: VizionEck
Post by: Legend on Oct 13, 2017, 11:05 PM
I recommend PostgreSQL over MySQL
Why do you prefer postgresql?

I've never had any trouble with mysql.
Title: Re: VizionEck
Post by: Xbro on Oct 15, 2017, 06:40 AM
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.
Title: Re: VizionEck
Post by: Legend on Nov 24, 2017, 06:41 PM
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.
Title: Re: VizionEck
Post by: SWORDF1SH on Nov 29, 2017, 06:29 PM
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?
Title: Re: VizionEck
Post by: Legend on Nov 29, 2017, 06:33 PM
What about loot boxes?
Well that goes without saying.

(http://i.imgur.com/V0BG2eT.jpg)
Title: Re: VizionEck
Post by: SWORDF1SH on Nov 29, 2017, 10:03 PM
Well that goes without saying.

(http://i.imgur.com/V0BG2eT.jpg)
You had me worried for a second there.
Title: Re: VizionEck
Post by: Legend on Dec 05, 2017, 11:11 PM
No monthly update today or next month. It's the holidays!  8)
Title: Re: VizionEck
Post by: the-pi-guy on Dec 06, 2017, 01:54 AM
No monthly update today or next month. It's the holidays!  8)
Must be nice.  Not everyone gets holidays like that.  :P
Title: Re: VizionEck
Post by: Legend on Dec 06, 2017, 06:27 AM
Must be nice.  Not everyone gets holidays like that.  :P
Oh I'm not on holiday.

I'm busy being a house wife.
Title: Re: VizionEck
Post by: SWORDF1SH on Dec 06, 2017, 10:43 PM
No monthly update today or next month. It's the holidays!  8)
(https://i.imgflip.com/no13i.jpg)
Title: Re: VizionEck
Post by: the-pi-guy on Jan 10, 2018, 08:10 PM
I've gotten like 6 rejections for a summer internship.  :P

There wouldn't happen to be an opening for a (unpaid) VizionEck summer internship, would there?  ;)
Title: Re: VizionEck
Post by: Legend on Jan 10, 2018, 08:25 PM
I've gotten like 6 rejections for a summer internship.  :P

There wouldn't happen to be an opening for a (unpaid) VizionEck summer internship, would there?  ;)
Well here at VizionEck we're always looking for opportunities to start developing new games and never finish them. You're accepted!

But seriously you should look into other indie studios. Most 1-2 man games almost always start with artists and shop around for programmers. Or you could fix up the forum code  ::)
Title: Re: VizionEck
Post by: the-pi-guy on Jan 10, 2018, 08:46 PM
But seriously you should look into other indie studios. Most 1-2 man games almost always start with artists and shop around for programmers.
I know when I'm not wanted.  :(

/s

That's a great idea!  Probably not for this summer, but after graduation.  
Title: Re: VizionEck
Post by: Legend on Mar 01, 2018, 11:11 PM
I'm really worried the game will not have a large enough playerbase to support matchmaking: there is a reason indie games avoid multiplayer.

Current hope is that I can get AI working good enough that playing with it is comparable to playing with random humans. Then I'd at least have some options. Too bad AI is really really hard :(
Title: Re: VizionEck
Post by: the-pi-guy on Mar 01, 2018, 11:17 PM
I'm really worried the game will not have a large enough playerbase to support matchmaking: there is a reason indie games avoid multiplayer.

Current hope is that I can get AI working good enough that playing with it is comparable to playing with random humans. Then I'd at least have some options. Too bad AI is really really hard :(

What do you have going on?
Title: Re: VizionEck
Post by: Legend on Mar 02, 2018, 02:53 AM
What do you have going on?
Well I don't really have much implemented, it's all just foundation work at this point  :P

Giving the AI strategy and the ability to execute plans is something I've struggled with.