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A lethal virus has infected Treasure Island,San Francisco and 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. Will you fire bomb and leave no trace of human life behind or will you 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 go on mutating and adapting to combat the player at every turn.

You will man and fully customize teams that you will send into the infection zones to do CEDA Missions, help civilians or just seek out Patient 0 . The game is being designed from the ground up to support replayability at its core. 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 specific tactics.

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


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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.


Is that a Fog of System You got there?
Dev Update #11



Character Modeling

Clara worked on the basic infected and took a few weeks off animation to help catch us up on some character modeling that has fallen behind.

Andrew Smith was a recent hire and got started on his task of being in-charge of all player customization aspects. Its coming along great.

Currently we're implementing or planning to at least test customization in these fields. So stay tuned!

  • Head Accessories(Masks etc)
  • Choosing the unit of all your units
  • Basic naming ability
  • Gloves
  • Knee Pads
  • Elbow Pads
  • Face types /color shader


Concept

Maik drew up some quick character concepts for Clara to get the base male infected situtated

He also drew up this mock up of Winters clearing out the hospital in the beginning stages of the game it looks great overall but just wasn't the camera angle we wanted. So we gave him some edits on the perspective we wanted and cant wait to see his next version.

Bongani worked on the final paint-overs all CERC and Coast guard vessels in the game

Cary worked to get his vehicles textured and delivered to the level designers

Vlad worked up and did the news truck


Level Designers

We setup and sliced up the level for the first vertical slice and talked greater focus on optimization across the board. We used the engine tools to assess and locate areas were artists had gone a bit overboard for the quality and scaled it back across the board while trying to retain as much as the high fidelity that was feasible for an RTS game. We also took the liberty of shrinking the World Composition grids by in some cases 3/4's to optimize loading times for each grid.

By utilizing the Shader Complexity screen several problematic materials were mentioned and we are in the process of revising and ensuring the game preforms better across the board.

From the recent black ops beta one of our modelers noticed they were utilizing a better method of drawing grass that was relatively inexpensive so thats a goal for this week as well to replace the grass with more efficient ways of rendering them.


Programmers

Derek stormed ahead and resolved some screen jitters that was occurring, it seems the Interpolation i added in last weeks dev update resolved it partly and it came back with a vengeance

Aside from that he worked on formation code refinement and ensuring the system was mostly bug free!

The threat system was revamped and rethought by myself and and frankly its a lot more responsive as the infected and military units are a lot more fearsome.

Derek worked on some corrective logic for when you reform squad/formations as well continued here

We located a better approach to handling the units fog of of war line of sight and implemented it this week as week over a huge programming pow wow we had over the last week.

We later refined the system and tied in the actual sensor component to control how far they can actually see. But now it was time for a field test

It certainly didn't play too nice with object blockers the code will take a bit more refinement but its getting there!

Me just fumbling around with the formations/new fog of war system its all coming together quite well

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
  • Character Modeling
  • Concept Artists

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!


What's that Sound? O, its just a Juggernaut no big deal... Dev Update #10

What's that Sound? O, its just a Juggernaut no big deal... Dev Update #10

News

Over the week things again progressed quite quickly as we did our second internal build test and worked to get various aspects of the game situated for...

What's that you have an internal Build now? Dev Update #9

What's that you have an internal Build now? Dev Update #9

News 1 comment

Over this week we saw HUGE improvements across the board and basically a sprint across all divisions to get a functional build working. We succeeded and...

When a plan starts to come together Dev Update #8

When a plan starts to come together Dev Update #8

News

More tweaks and adjustments leading up to our first internal build. Lots of incremental additions from level design, programming and Modeling. We're getting...

 Steady Ahead we Go! Dev Update #7

Steady Ahead we Go! Dev Update #7

News

Over the week some more promotional art was polished up and discussed. Further developments to some of the major zones. We nailed down the final few deadlines...

Comments
Encrypted
Encrypted

This looks interesting. I enjoyed one of the recent XCOM games, so if this has a few similarities I’ll certainly watch to see how this develops.

Reply Good karma Bad karma+4 votes
Omegakill
Omegakill

This looks awesome!

Reply Good karma Bad karma+4 votes
Guest
Guest

The stuff you have look pretty good but those formations wouldn't really make sense for soldiers using guns. They would stagger themselves with more space between the soldiers.

Reply Good karma Bad karma+2 votes
Dark583 Creator
Dark583

We're actually implementing your suggestions via a loose and tight formation setting

Reply Good karma+3 votes
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Cepheus Protocol
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Halcyon Winds
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