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.
Dev Update #6
Did someone say Modeling? Waa Where?
Modeling
Elfrain worked on finalization of the various weapons and edits we gave him.
Rich worked on finishing up the Blackhawk
Dimitry worked on the Motor Pool/Armory
Cary showed some drafts of his car blockouts
Programming
Derek did some additional work on the Vehicle AI porting over his test code from a sample project to our game build. It came along quite great. Here are a few examples of the progress he's had! He also added a right click feature for the cursor to change depending on if the selected unit you are selecting is an "Enemy" . He also added a double click to run feature and single click to walk.
He later refined the system to allow cars to rotate in place to face their target direction
Robert: Well i worked to finish up the building system and get it ready for our first build. Heres my progress so far!
Concept
Ashley worked to refine her promo piece.
Jon did some mock-ups of the UI. A lot needs to be changed and simplified but its getting there. As with getting rid of the white dots and weird black background plus just removing some visual clutter.
Level Design
Jacob pondered the existence of boats in his Marina part of his level this week quite a bit.... Seriously someone model a yacht for him...
Then he went back to blocking out various interior variants and preparing for the detail passes
Joel worked on the starting island some more detailing and setting up player zones and whatnot
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.
- Animation
- Prop Modeling
- Character Modeling
- UI Designers
- 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!