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Legacy System Cleanup Progress Update
Based on feedback and internal assessments, we've prioritized auditing our development tools and refining our workflow to maximize efficiency. Today, we'll provide an update on our progress, share what remains to be done, and highlight the efforts of other artists on the team.
While we've made significant strides, we estimate that this initiative will extend into next week. Our goal is to tackle as much as possible before returning to work on Doctrines and polishing the Driving AI. Several tasks remain, some of which will be completed by the end of this week, while others will follow after Doctrines are finalized and we transition into DNA Research.
One major achievement is the development of a brand-new ability system, inspired by Fortnite's Gameplay Ability System. We've created a streamlined, lightweight version designed specifically for an RTS game. This new system will enable rapid implementation of current and future abilities within the Doctrine tree, significantly improving development efficiency.
We are now polishing this ability system while addressing issues from the Unreal Engine 5.5 update and tackling ongoing code cleanup tasks. Our team is committed to ensuring everything is in excellent shape before moving forward.
We appreciate your patience during this time of refinement. While delays can be frustrating, were confident these changes will result in a more robust, efficient workflow and pave the way for exciting new features.
Unreal Engine 5.5 came out a few weeks ago and we've been implementing Nanite Skeletal meshes amongst a few other features. Basically would make rendering high detail characters very cheap so we can easily push triple A quality levels of characters in terms of mesh quality.
Over the past month, we've been prototyping and revamping data loading from a level design perspective while working on a new map, 'Bay Area,' to replace the current one. Progress has been slow as we await fixes from Epic Games for a few issues related to HLOD generation in Unreal Engine 5.5. https://youtu.be/wma6nrORqzo https://youtu.be/2sE9MW26mDU https://youtu.be/T0QUqORdgic https://youtu.be/9a2imirPssU
As part of our proposed rework to the Doctrines and addressing community feedback we're going to be finishing up the CERC Doctrines tree over the next week or so. Then move into Vehicle AI driving polish/general bug fixes going into the XMAS sale. CERC Doctrines Flow chart:
New AJAX variant - it buffs Medics within its radius and provides passive healing in a small area while stationary.
Smoke launchers on vehicles as a defensive item
New Generators: [olist] Small: Generates 75 power
Medium: Generates 150 power
Large: Generates 300 power
[/olist]
Radioman Mesh Update
As the final character to revamp we updated the "base" Operator pending a total audit of the Operator system around the AI/LT cards with a finalized mesh. Michael is currently out for Thanksgiving visiting his family this week and when hes back he'll get started on doing the final Infected Standard meshes. Operators will have 2-3 outfits per variant. Outfit 1
Outfit 2
I've added a new tab to our Roadmap page on Notion, making it the best place to track known bugs and any additional information needed to address them. I'll be logging bug reports from the Steam forums and Discord as they come in, assigning report numbers to each for easy tracking
Preview it here. You'll start seeing it populated in the next few days!
I'm considering adding a community suggestion tab where players can view suggestions made by others, see their status (approved, rejected, or pending), and track an ETA for implementation if approved. It would have a layout similar to the bug reporting section. What do you think of this idea?
We are working on redoing localization for the entire game as well for the next big update going into Experimental heres a first look at simplified Chinese. https://youtu.be/enBD4phe0mY We determine which languages to implement by referencing the Steam Hardware & Software Survey. All of the supported languages will be revised by the XMAS sale. [olist] Simplified Chinese
Korean
German
Japanese
Russian
Spanish - Spain
Portuguese - Portugal
French
[/olist]
[ 2024-11-28 18:57:59 CET ] [ Original post ]
So Lets get right into it. In the interest of transparency: On November 2nd we stated that we needed some time to do a vast project cleanup. https://steamcommunity.com/games/979640/announcements/detail/4483989494757851395
Development Workflow Update
Based on feedback and internal assessments, we've prioritized auditing our development tools and refining our workflow to maximize efficiency. Today, we'll provide an update on our progress, share what remains to be done, and highlight the efforts of other artists on the team.
Progress Update
While we've made significant strides, we estimate that this initiative will extend into next week. Our goal is to tackle as much as possible before returning to work on Doctrines and polishing the Driving AI. Several tasks remain, some of which will be completed by the end of this week, while others will follow after Doctrines are finalized and we transition into DNA Research.
New Ability System
One major achievement is the development of a brand-new ability system, inspired by Fortnite's Gameplay Ability System. We've created a streamlined, lightweight version designed specifically for an RTS game. This new system will enable rapid implementation of current and future abilities within the Doctrine tree, significantly improving development efficiency.
Current Focus
We are now polishing this ability system while addressing issues from the Unreal Engine 5.5 update and tackling ongoing code cleanup tasks. Our team is committed to ensuring everything is in excellent shape before moving forward.
Looking Ahead
We appreciate your patience during this time of refinement. While delays can be frustrating, were confident these changes will result in a more robust, efficient workflow and pave the way for exciting new features.
Unreal Engine 5.5 Integration
Unreal Engine 5.5 came out a few weeks ago and we've been implementing Nanite Skeletal meshes amongst a few other features. Basically would make rendering high detail characters very cheap so we can easily push triple A quality levels of characters in terms of mesh quality.
- Nanite Skeletal meshes
- Chaos Physics improvements (Driving/ General Physics)
- Megalights
- Niagara Improvements(Better Birds/VFX overall)
- RHI/Render improvements
- A brand new Day/Night system implemented at the Engine Level
- Mutable Customizable Characters and Meshes
- Overall Stability/Performance improvements
Pandemic Map Expansion
Over the past month, we've been prototyping and revamping data loading from a level design perspective while working on a new map, 'Bay Area,' to replace the current one. Progress has been slow as we await fixes from Epic Games for a few issues related to HLOD generation in Unreal Engine 5.5. https://youtu.be/wma6nrORqzo https://youtu.be/2sE9MW26mDU https://youtu.be/T0QUqORdgic https://youtu.be/9a2imirPssU
CERC Doctrines progress
As part of our proposed rework to the Doctrines and addressing community feedback we're going to be finishing up the CERC Doctrines tree over the next week or so. Then move into Vehicle AI driving polish/general bug fixes going into the XMAS sale. CERC Doctrines Flow chart:
New AJAX variant - it buffs Medics within its radius and provides passive healing in a small area while stationary.
Smoke launchers on vehicles as a defensive item
New Generators: [olist]
Character Modeling
Radioman Mesh Update
Operator Mesh updated
As the final character to revamp we updated the "base" Operator pending a total audit of the Operator system around the AI/LT cards with a finalized mesh. Michael is currently out for Thanksgiving visiting his family this week and when hes back he'll get started on doing the final Infected Standard meshes. Operators will have 2-3 outfits per variant. Outfit 1
Outfit 2
Live Bug Tracker
I've added a new tab to our Roadmap page on Notion, making it the best place to track known bugs and any additional information needed to address them. I'll be logging bug reports from the Steam forums and Discord as they come in, assigning report numbers to each for easy tracking
Preview it here. You'll start seeing it populated in the next few days!
Global Suggestion Feed
I'm considering adding a community suggestion tab where players can view suggestions made by others, see their status (approved, rejected, or pending), and track an ETA for implementation if approved. It would have a layout similar to the bug reporting section. What do you think of this idea?
Better Localization
We are working on redoing localization for the entire game as well for the next big update going into Experimental heres a first look at simplified Chinese. https://youtu.be/enBD4phe0mY We determine which languages to implement by referencing the Steam Hardware & Software Survey. All of the supported languages will be revised by the XMAS sale. [olist]
[ 2024-11-28 18:57:59 CET ] [ Original post ]
Cepheus Protocol
Halcyon Winds
Developer
Halcyon Winds
Publisher
2020-05-15
Release
Game News Posts:
141
🎹🖱️Keyboard + Mouse
Very Positive
(2253 reviews)
Game is not tagged as available on Linux on Steam.
The Pangu Virus has been unleashed in San Francisco, turning thousands of innocent lives into mindless beasts that feel no pain and have no fear of death. With each passing hour, the Pangu Virus evolves, creating new and ever more horrific mutations with one goal in mind… Spread.
You are Captain Winter, a military officer fighting alongside the Center for Epidemic Research and Control(CERC). With a massive arsenal and the resources of the US Government behind it, you and CERC will stop at nothing to ensure the terror of the Pangu Virus does not escalate beyond containment, even if a whole city and millions of lives must be sacrificed.
- Cepheus Protocol is inspired by classic RTS games such as Company of Heroes and World in Conflict, alongside the book World War Z.
- Survive if you can against a relentless enemy that evolves and grows more powerful with each day.
- Build specialized units from a variety of bases that can be placed anywhere in the open-world map.
- Battle those infected by the Pangu Virus across four open-world islands, featuring unique and challenging environments.
- Choose from three combat tiers that play to your style. Each tier has specialized units, equipment, and weaponry.
- Engage a relentless horde of infected which numbers grow larger and stronger with each territory captured as you battle for control of San Francisco.
- Hunt Patient Zero, who races across the city seizing territory. Each capture zone increases her population as the virus spreads and possesses all organic matter.
- Form an alliance or side against the Anarchist and Police factions, which struggle to survive among the madness that has enveloped San Francisco.
Note: Steam Remote Play is for allowing your friends to try out the game if you already have purchased it. It's not for online co-op: that is is planned in the current roadmap, but is not complete yet
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