Post news RSS The Infection Spreads Dev Update #14

Over the week we worked to situate the remaining customization infrastructure and how to allow it to scale up with relative ease. With that the level designers and other various divisions worked on detail passes and getting their zones situated internally.

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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.


The Infection Spreads
Dev Update #14



Character Modeling

Clara worked on the infection pods and we devised a route to make them a bit more modular and unique via the creation of a spline based system to allow the infection to spread outwards along other zones. Its still in the early stages!

Fabian worked on his high poly getting it situated.

Andrew and John worked on the base BDU's


Concept

Ashley worked on Adrian Winters

cropped Patient 0 for website 1



Level Design

Joel worked on a few adjustments before being moved to cutscenes

Jacob worked on detail passes for his assigned zones.


Modeling

Dimitry worked on finalizing the primary CERC trailer

Vlad worked on getting his vehicle texturing approved

Elfrain worked on the Command Center and Civilian hold structures


Programming

Derek worked some further adjustments to the UI for sync all progress as with creating a mission over screen for when your hero unit dies.

Derek also setup a cocoon system for when AI are being re-spawned to fill the losses for the infected ranks that you can kill them. Thus in these prototype stages the mesh just kinda instantly disappears once their "build time is over"

Robert i worked on creating a custom payload for syncing customization between units and applying them correctly and unifying the systems to make new additions easily. We also added the ability to name/rename non-hero units.

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!


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