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The most world-class game engine to date, Unreal Engine 4 gives you the power to do more than ever before. Bring your creative visions to life directly in game without programmer assistance via the new Unreal Blueprint.

Unreal Engine 4’s architecture offers fully dynamic lighting features, cutting down on development time and ensuring less iteration on creative ideas. With significant new visual features, Unreal Engine 4 enables you to achieve high-end visuals, while remaining both scalable and accessible to make games for low-spec PCs.

Tool highlights/features for developers include:

  • Make updates directly in game without ever pausing gameplay with Hot Reload. This tool allows you to quickly find and edit C++ code and see those changes reflected immediately in game.
  • After an update is made, Instant Game Preview gives you the power to spawn a player and play anywhere in game without needing to wait for files to save.
  • The all-new Code View saves you time by allowing you to browse C++ functions directly on game characters then jump straight to source code lines in Visual Studio to make changes.
  • Live Blueprint Debugging enables you to interactively visualize the flow of gameplay code while testing your game.
  • Now you can quickly debug and update gameplay behaviors when they happen through the new Simulate Mode. This tool lets you run game logic in the editor viewport and inspect AI as the game characters perform actions.
  • View your game in full-screen within the editing environment with the Immersive View tool. This allows programmers to complete iterations on gameplay changes without added UI clutter or distractions.
  • Possess/Eject Features allow at any time while playing in editor to easily “eject” from the player and take control of the camera to inspect specific in-game objects that may not be behaving properly.
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Game Beats

A lethal virus has infected Treasure Island,San Francisco. It is up to Captain Winter, a U.S. Army soldier working with the Center for Epidemic Research and Control (CERC), to stop the mysterious and deadly Pangu Virus from spreading to the mainland. The Cepheus Protocol is an independently developed top-down RTS inspired by XCOM, Company of Heroes, and Parasite Eve.

In Cepheus Protocol, you will make decisions that will force civilians to either rally behind you or attack you outright. How you decide to combat the virus is entirely up to you. You can fire bombs and leave no trace of human life behind or you can try and save everyone at the cost of your squad's safety. The game features a full day and night cycle and will adapt over time to make the Infected more dangerous as the days progress. The Infected will mutate and adapt to the player, creating a challenge at every turn.

You will control fully customizable teams that you will send into the infection zones to do CEDA Missions, help civilians, or just seek out Patient 0 . You will lose men if your arent careful and be forced to train and recruit from your player base. Each solider will be unique to a point with randomly generated traits and skills allowing you to tailor them with specific tactics.

You will have to use all the tools in your arsenal and research the plague to discover its origins. You will use your knowledge to cure it to stop the virus before it causes everything to spiral out of control. You will hunt Patient 0, a unique carrier with special abilities that gets stronger as the days progress. You will be confronting and fighting her over a span of main missions and side objectives riddled across the island.


What’s up, doc? Dev Update #26

Over the last few weeks we've been working on refining mechanics to ensure the fun aspects are coming together. We've had plenty of various technical issues to address and more to come as we proceed. But we're pretty darn confident that as the next few months pass we'll start to see it all come together flawlessly.

The team has been working away on tightening up a playable build of the game and fixing bugs here and there – we’re excited to show you more in the coming weeks. As always, we welcome all feedback, suggestions, and any other ideas as we love to hear from our community! While we have a pretty good idea of what Cepheus Protocol will be as a whole, we want to make sure that you’re also part of this journey.


The Internal Build Tests

We refined and cleaned up the lighting in various Main menu Sequences and worked to start applying some layer of polish across the board.

The Level Designers worked on ensuring some of the places the Infected spawn are nice and even throughout the map to make it exciting for you even while walking longer distances on the map.
You’ll be able to do your best pirate impersonation as they made it easier than ever to go to the docks for faster traversal on water.

They also worked on the navigation in the hospital while also ensuring the proper proportions and layouts are there to create the best experience during gameplay.

A couple of the level designers were focused on the interior of the house of one of our main characters in the story, mapping out the floor layout including the first and second story (they also included assets like a big flat screen TV and beautiful island for the kitchen).

The internal build saw vast improvements to gameplay and squad movement across the board. We started aiming for 1-2 builds a week to continually stress test and determine what's working and not in gameplay. Heck we even got the dynamic weather system in!
Thermal vision is now fully functional – we think it’s one of the coolest views in the game!

We also had a case of ghost (invisible) AI that were catching Captain Winter and the squad off-guard but no need to worry about invisible Infected anymore as that has been fixed!
Much of his work this month was with the Spawning System which is an integral part of the game. This includes Infected, pods, and more. Here’s a preview of the spawn logic in action:

We worked on rain, water shaders that will allow the grounds to simulate water gathering on the floor adding another level of believability.

We also got a handy loading screen in with tooltips over the past few weeks!

Peter remade and cleaned up the infection growths that will spawn and infect various zones across the game. Currently we are in the middle of balancing these nodes out and ensuring they are always guarded and a challenge to fight.

Andrew and Peter finished all the civilian clothes, we're only choosing to show some of them and started optimizing and ensuring everything looks visually appealing.

Peter made some refinements to Chelseys Jogging outfit in the main menu cutscene


We also worked on various optimizations across the island in the hope of bringing back as much performance back to the gameplay.

Intro Cutscene Blocking Out


Tero took front and center blocking out and situating how placement will be for the Alcatraz island shots in our intro cutscene. It's still a work in progress

Concept Art


Some splash screens were drawn up to brainstorm what they might be in final release.We usually won’t be able to show you much because spoilers, but our Artists did make this awesome Captain Winters concept art even cooler than it was before.

Ashley touched up a few promo pieces

A steam trading card among others were tweaked and refined

Jon further tweaked and played with different UI prompts for grenade toss indicators


Bug Fixing and What's next!


General Changes
The team started work on the mini-map and will keep working on it in the weeks to come.
Different Infected and squad animations are a work in progress and level designers have been finalizing details on the interior of different buildings.
Make sure to get your umbrellas ready because we’ve also added dynamic rain (and it looks awesome!).
Overall object/player detection has been top of mind for the team and they’ve been hard at work ensuring your squad won’t be bumping into different things throughout the world.

We've been tracking all the various bugs and over the next weeks to days we'll start squashing them across the board. We also recently made a trello board just for the team to document and work together to resolve them.

Just thought i'd share this amazing Ragdoll bug we had tonight on our build!


Recruitment

Currently we are seeking talented individuals in the following roles. It should be noted the project is post launch compensation and we are incredibly willing to work with any individuals schedule that might be interested. Feel free to send me an example at with your reel.portfolio and/or website.

  • 3DMax Animators
  • Prop Modeling
  • Level Designers

Email : recruitment@halcyonwinds.com

Community Discord Server

We started a Discord! Join it and support the game we're still turning on the lights so it will be more filled in over the next few days!


May Devlog, big update :)

May Devlog, big update :)

A Glider's Journey

Devlog for the month of may, New Levels, features, localization and more!

Minimal Move New Teaser for KICKSTARTER!

Minimal Move New Teaser for KICKSTARTER!

Minimal Move

Check this out the new teaser of Minimal Move!  Minimal Move is now on KICKSTARTER! 

Update Video 5

Update Video 5

Iragon

Iragon is here with more cool changes! We've covered all the best ones and we are glad to present them to you.

WEAVERSE - Early Acces is Live!

WEAVERSE - Early Acces is Live!

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You can now get Weaverse on Steam's Early Access! The game is at a discount price from the full price upon release AND it is currently 10% off the current...

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Comments  (0 - 10 of 46)
darkelf1
darkelf1

cool

Reply Good karma Bad karma+3 votes
romadoma
romadoma

Hi, people! I'm just leaving this here - Answers.unrealengine.com

It's a feature request for UE4 developers. If someone have similar problem, or just wanna help to add this feature to new version of engine - please vote.

Thanks.

P.S. IT'S NOT A SPAM, if you just don't care - never mind this link - it's only for developers.

Reply Good karma Bad karma+3 votes
Gamebrain87
Gamebrain87

Thanks kylo ren

Reply Good karma Bad karma+3 votes
OverRated
OverRated

Why not just use a component?

Reply Good karma Bad karma+3 votes
romadoma
romadoma

Objects are not Actors, it's just a generic classes, which don't have any components (if I correctly understand your question.)

Reply Good karma Bad karma+3 votes
RedSpotSylphina
RedSpotSylphina

Unreal Engine 4 is powerful, user-friendly, and doesn't require high programming skill. I create art and game design, nodes help me with programming, and all sound/music licences can be easily purchased. I can develop my game by myself :)

Reply Good karma Bad karma+6 votes
strelokqvt
strelokqvt

I completely agree.
UE4 - good dev software.

Reply Good karma Bad karma+3 votes
TheMasterCoder
TheMasterCoder

Hey, problem, is there any way to port maps from the Source Engine to Unreal Engine 4?

Reply Good karma Bad karma+4 votes
Themanwithideas
Themanwithideas

Can you port them to a 3D modeling program if you can just import it from there.

Reply Good karma Bad karma+4 votes
redgrape404
redgrape404

First off, the video and the features is what I would like to have a Woody Woodpecker Tourment on Unreal Engine 4 and some single player campaigns in a redone and rewritten version of Woody Woodpecker Escape from Buzz Buzzard Park and the fifth installment of Crazy Castle all done by the commuity and Epic Games with some imput from CliffyB
Seconed off, the graphics looks like it's from the real world and imgain what Woody Woodpecker and all his pals from both classic times and modern times would look like in that said engin with full textures (especially on their gloves) realistic lighting and best of all the weapons used in Woody Woodpecker Tournemt and in single player would be exquisite
Escape form Buzz Buzzaard Park;
The game takes place in the universe cartoon of Wood Woodpecker. For much of the adventure, the player is Woody Woodpecker . During the absence of Woody's Knothead his nephew and niece Splinter were abducted by the Machiavellian Buzz Buzzard, which requires an exorbitant ransom for their release. Unwilling to pay,Woody goes in search of the missing by venturing into the huge and dangerous amusement park built by Buzz Buzzard rescuing then andthe three looks n the park for Buzz and they turnd up nothing then the three split up to search for Buzz in the places where he'd gose, Knothaed storms Rágñarök, a Mexican nightclub where Buzz gose there and the area where the henchmen from all three factions meets, Splinter storms the corporate HQ where Tweaky is residing with Buzz's finest and Woody storms Buzz's manor bult with the revue from his park, Buzz dose not turn up in all three places then the three woodpeckers soon gose back to the park to find him readying a portal and two WMDs made one with the devil's power and the other with rodent killer that'll ruin both the Rodentian's own buness and the faire's magis and start a one gigundo Fairy-Human-Rodent war but Buzz sends the three woodpeckers to the deepest parts of the pary but they dsoon reunite and they defuse the WMDs and termaites him then they head home to watch some Zack Zorbar but the news shows up rather than Zack Zorbar that the birdie's raids did not go unnoticed and Mother Nature apperds who needs Woody's help badley when the Fairy World is overrunned by demons, Buzz's force [a fraction of what the faced in the park, night club, and corporate HQ] and a galactic dictator who leads them all Woody accpes and poofs away in a Half Life ending while Knothead and Splinter are hailed heros with the absence of Woody Woodpecker; paveing the way for the next part

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Marth8880

what

Reply Good karma Bad karma+9 votes
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Highest Rated (2 agree) 10/10

easy to use , cheap subscription , easy integration with other professional software like 3d studio max and even free software like blender . anyday over unity

Feb 10 2015 by najeebshah

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