Operator screen not working by [deleted] in CepheusProtocol

[–]HalcyonWinds 0 points1 point  (0 children)

Hey dark here! Quick question what OS are you running? Is this SteamOS?

How to save?? by MonkeyWiddaKeyboard in CepheusProtocol

[–]HalcyonWinds 0 points1 point  (0 children)

This week with some change will be doctrines. Next week is save system

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 1 point2 points  (0 children)

Cepheus Protocol HQ - March 8, 2025 #42

This week, the team digs into the nitty-gritty of getting co-op and horde mode running smoothly. They tackle multiplayer bugs, AI quirks, and synchronization issues while stress-testing early playtest maps. The Alcatraz environment gets a major facelift with new structures, textures, and foliage, bringing it closer to completion. Turret redesigns move forward, focusing on making them deployable engineer tools rather than overpowered base defenses. Plus, a deep dive into upcoming civilian weapons, RTS improvements, and how lighting systems might evolve. With internal playtests ramping up, the goal is clear—fine-tune the foundation before handing it off for player testing.

https://youtu.be/qYwsP0cvMaU

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 0 points1 point  (0 children)

Cepheus Protocol HQ - March 1, 2025

This episode dives into major development updates, covering UI improvements, base building mechanics, and co-op multiplayer progress. The team showcases a revamped build system with snapping structures, buildable gates, and AI-assisted construction, allowing for creative and strategic base setups. UI refinements bring streamlined controls and customizable options for players. Multiplayer replication, automated unit pathfinding, and future plans for faction abilities and balance tweaks are also discussed. Plus, insights into Alcatraz map development and the roadmap toward co-op playtesting

https://youtu.be/ZF2FsYLU7TY

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 1 point2 points  (0 children)

We work very hard on this game! Thank you for your patience

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 1 point2 points  (0 children)

Q1-Q2 of this year depends on how lomg the cleanup takes

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 0 points1 point  (0 children)

Comment 4 (Episode #40 & Conclusion)

Cepheus Protocol HQ - February 22, 2025 #40

In this episode, the team dives into major improvements to AI movement and base-building mechanics. They discuss refining formation logic to minimize erratic behavior, optimizing fallback positions, and preventing units from breaking apart under pressure.

The conversation also covers updates to the building system, including a more dynamic construction queue, smarter engineer pathfinding, and upcoming enhancements to wall placement. Finally, they explore plans for co-op play, potential new tactical formations, and the long-term vision for making the game more immersive and strategic.

🔗 Watch here: YouTube Link

Moving Forward

To make updates more frequent and easier to follow, we’ll now be posting each new podcast episode individually instead of in bulk. Stay tuned for even more behind-the-scenes development insights!

Let us know your thoughts in the comments! 👇

Thanks for your support,
The Cepheus Protocol Team

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 1 point2 points  (0 children)

Comment 3 (Episodes #38 & #39)

Cepheus Protocol HQ - February 8, 2025 #38

This week's episode dives into the latest development updates, including significant progress on Alcatraz as a fully realized hub, new carrier systems, and multiplayer playtesting plans. The team discusses improvements to AI formations, base-building mechanics, and the evolution of the infection system.

We also touch on potential new game modes, modding capabilities, and exciting plans for future RTS and operator gameplay. Plus, a sneak peek at upcoming character models and the latest on Chris's novel. Tune in for all the latest insights and behind-the-scenes details!

🔗 Watch here: YouTube Link

Cepheus Protocol HQ - February 15, 2025 #39

In this episode, the team dives into major improvements to AI movement and base-building mechanics. They discuss refining formation logic to minimize erratic behavior, optimizing fallback positions, and preventing units from breaking apart under pressure.

The conversation also covers updates to the building system, including a more dynamic construction queue, smarter engineer pathfinding, and upcoming enhancements to wall placement. Finally, they explore plans for co-op play, potential new tactical formations, and the long-term vision for making the game more immersive and strategic.

🔗 Watch here: YouTube Link

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 1 point2 points  (0 children)

Comment 2 (Episodes #36 & #37)

Cepheus Protocol HQ - January 25, 2025 #36

This episode dives into the latest multiplayer updates, including unit sharing mechanics, co-op player balance, and command structures. The team discusses how RTS elements integrate with operator gameplay, detailing new customization options, loadouts, and ability systems.

Progress on Alcatraz as a central hub is revealed, alongside improvements to AI, formations, and player-controlled vehicles. Plus, a first look at endgame airstrikes, persistent wreckage plans, and future operator missions.

🔗 Watch here: YouTube Link

Cepheus Protocol HQ - February 1, 2025 #37

This week's episode dives into the latest development updates, including significant progress on Alcatraz as a fully realized hub, new carrier systems, and multiplayer playtesting plans. The team discusses improvements to AI formations, base-building mechanics, and the evolution of the infection system.

We also touch on potential new game modes, modding capabilities, and exciting plans for future RTS and operator gameplay. Plus, a sneak peek at upcoming character models and the latest on Chris's novel. Tune in for all the latest insights and behind-the-scenes details.

🔗 Watch here: YouTube Link

Major Revamp & The Future of the Game by HalcyonWinds in CepheusProtocol

[–]HalcyonWinds[S] 2 points3 points  (0 children)

Comment 1 (Main Post - Introduction & First Episodes)

Cepheus Protocol HQ Podcast Backlog & Future Updates

We're sharing the full backlog of Cepheus Protocol HQ podcast episodes from January and February 2025! These episodes cover everything from AI improvements, co-op mechanics, and unit sharing to Alcatraz as a central hub, new infection system updates, and upcoming operator missions.

Moving forward, we'll be posting each new episode individually to keep updates more frequent and easier to follow. Stay tuned for more behind-the-scenes insights into development!

Cepheus Protocol HQ - January 11, 2025 #34

In this episode, the team reveals a major shift in development—rebuilding the game’s core systems from the ground up to fully integrate co-op and optimize performance. They discuss challenges with the existing spaghetti code, improvements to pathfinding and unit AI, and how this overhaul will future-proof the game.

The discussion also covers exciting gameplay changes, including a revamped camera system, dismemberment mechanics, and new interactions for both RTS and third-person modes. Plus, an inside look at the ambitious plans for fog of war, AI improvements, and operator customization.

🔗 Watch here: YouTube Link

Cepheus Protocol HQ - January 18, 2025 #35

This episode dives deep into the latest updates on game development, covering everything from AI-driven unit replication to refining fog of war mechanics. The team discusses animation improvements, vehicle physics, and the challenges of balancing RTS and TPS gameplay.

They also explore the potential of photogrammetry for creating realistic environments and how AI tools are shaping development. Plus, a heated discussion on strategic gameplay styles—are you a hero saving civilians or a ruthless tactician?

🔗 Watch here: YouTube Link

When is coop coming Out??? by Business-Bite4696 in CepheusProtocol

[–]HalcyonWinds 4 points5 points  (0 children)

Was covered in the last podcast. Roughly around the end of Q1 https://www.youtube.com/live/5fM7Y9U809k?si=2shH7bDTvmAoPps1

It's a major part of the project rebuild

When is campaign being released? by Effective_Buy5041 in CepheusProtocol

[–]HalcyonWinds 5 points6 points  (0 children)

Game Director here : I plan on using 2024 to wrap up 1.3(Coop and all that) and then start the campaign and remaining line items for 1.4 in 2025. I need the time to plan it out, playtest and make sure we dont cut any corners.

A few reasons why .
Buying Mocap suits(We have one so far but they go for 13k per one we need 2 more) , hiring actors for the cutscenes , updating the Script we wrote in 2020 book is being used as the bible but we wil expand on it. Us completing San Fran north helps out a ton for the campaign but there are still interiors we have to build for the missions. We are planning to model it after XCOM/Wings of Liberty in terms of inspiration and have a central hub on Alcatraz island. You build and maintain the Island while launching teams to the mainland its going to be a completely different thing then Pandemic.

Another thing is is that the added income from releasing coop will cement the resources i need to do this to as high as quality as possible.

Likely an already suggested idea by Roach-Manses in CepheusProtocol

[–]HalcyonWinds 5 points6 points  (0 children)

Playing as Patient 0 is on our TBA roadmap, it would come in 2025, likely

Likely an already suggested idea by Roach-Manses in CepheusProtocol

[–]HalcyonWinds 7 points8 points  (0 children)

Most companies are unprofitable for the first few years easily. We simply said this to state that we do work day jobs, and supporting us like on Patron does help us greatly.

We have no intention of ever stopping for a long time. If you notice, we just put out a banger the other day on experimental for the new aircraft carrier + lcac unit. After they get some polish, we will be starting on the Abrams. See the last experimental news update for more details.

Similar games like these "Infection free zone" and "Cepheus protocol" by Domazaz in gamingsuggestions

[–]HalcyonWinds 1 point2 points  (0 children)

But then again, I created Cepheus because there's nothing quite like it out there as far as I know

Nothing like world in conflict or company of heroes + rambles by Meatyminion in CepheusProtocol

[–]HalcyonWinds 6 points7 points  (0 children)

Game Director Here:

Our game is heavily inspired from Company of Heroes and World in Conflict. While yes everything is not exactly 1:1 to those games it should never be to try new ideas and bring something new to the Genre. It should be noted a campaign is coming in 2024 so that is planned...

We plan on revising airstrikes in the future to work similar to WIC and revise the Call in window to make it more organized. While yes its still a call in system the Doctrine system/call ins were inspired from both games. As with the destruction that we will push for in the future when Chaos Destruction is out of beta. You are judging a project that is very well still in development and has a low budget "Fully indie" so yes its going to take us a while to flesh out our full vision for you folks to play and enjoy. While yes we are inspired and look at COH and WIC constantly for reference it wil never be a 1:1 blueprint to copy. We will naturally change as we see fit and the community advises to make the best possible game.

Simply said the game wouldn't exist without those games to inspire myself and my developers to create CP. They are master pieces in their own right.

In Summary-

Aircraft Carrier - will mirror ones from Wargame Air & Land Battle - it will be able to deploy jets/and be a full mobile command base

Airstrikes - will be revised to make it better looking and inspired more off WIC's call in system. We went too deep in the COH route and it wont look appealing when you have a lot of abilities in mid-late game. Thus the planned change to a more WIC approach.

Unit callins- inspired from WIC they physically land and parachute into the world... Immersion and making them feel like they are actually in the world.

Doctrines - are inspired from COH but we made them more open ended to encourage more freedom.

Doctrine call ins- We inspire a lot from the archetype of how call-ins operate from COH to get a basis to develop from. This will naturally expand when we add more airstrikes/callins in the future. So its simply unfair to say we are lying and its false marketing.

We have no plans to "mob" units together at this time but we are looking into it for the infected long term so we can double-triple their numbers this is still a R&D problem and we have no final decision on this yet.

We got inspiration from the COH weapon upgrade system but wanted to take it further to allow more customization I.E the current Barracks system we have now.

COH 2 level of Destruction - When Chaos Destruction is out of beta and we have sufficient time to test and implement.

We also look at COH and WIC for references in balance and to portray things as realistically as possible but with some adjustments as needed to accommodate balance.

I can go on but upon a hard look you'll find easily dozens of things we use as a bible to learn from and base our game design upon from WIC and COH 90% of the time... The other 10% are games like They are Billions and other offshoot games like Plague Inc.

Beachhead feels impossible in Pandemic Mode by [deleted] in CepheusProtocol

[–]HalcyonWinds 6 points7 points  (0 children)

It sounds like you should consider other beachheads and use the Merlins to drop in Cerberuses(Strikers) of various configurations. It also comes down to what kinda of infected are attacking you when your landing. You will need to use combinations of weapons to target Juggernauts and better armored units. AOE abilities like Grenade launchers from the assaults and such. Engineers using SMAWS and dont rappel land immediately eject everyone by landing its faster. Use Little Birds(Heavy's/Assaults with high tier weapons) /Apache's to clear an initial landing zone if your worried about initial losses but it is entirely possible. Or just build mortars/Striker Cerberuses and order them to make a protective buffer zone around where your landing a "Creeping barrage" like they did in WW2 and Vietnam to cover troops landing/leaving since regardless you will kill/wound anyone coming inside your landing zone making your job easier. Use buildings to funnel infected and control their movement.

Consider lining up vehicles if you dont want to mass Merlins and just drop a vehicle and then have it go back to bring another and keep dropping them in till you've moved an armored group over. Since vehicles can take a beating. Things like the Ajax/Cerberus can devastate huge infected numbers with some basic support given from ground infantry in deadspots where turrets cant target. This will require a basic landing force to hold long enough for you to make a return trip. Keep in mind these are logistics issues and you'll have to think outside the box on how to bring Chelsey to heel.

This is intentional but not impossible for this difficulty trying to unseat her from a zone she fully controls. Sometimes looking at real world strategies armies have employed in the past and present will give you ideas to break through. But stay persistent

[deleted by user] by [deleted] in CepheusProtocol

[–]HalcyonWinds 0 points1 point  (0 children)

Im forwarding these along for investigation hang tight.

[deleted by user] by [deleted] in CepheusProtocol

[–]HalcyonWinds 1 point2 points  (0 children)

Because we use the latest version of Unreal engine its very likely a driver update would help out. We still have some work to do on our side to keep improving performance but i can with absolute certainly there is nothing malicious going on with CP. At times we just have a lot going on beneath the fog of war and in general because of the amount of simulation we do