Development Overview

Have a look at some of the technical features we have developed to build the framework for the unique game features we want to implement.

7/21/20252 min read

This is an in-engine screenshot of a region of space around Saturn with a randomly generated facility.
It is made of 2 layers of random generation: the exterior models and layout, and within it a randomly generated interior. We are in early stages and it could look a lot better but our focus at this time is on the functionality and optimisation.

Overview

Cascade Protocol is a "rougelike" like game built from the ground up to provide a flexible structure to generate an endless amount of unique detailed campaigns or scenarios.

The game uses several layers of custom built design tools and runtime generators to create a fresh challenge each run.

It is set in space and we have created a custom floating origin system to enable the players to travel a limitless distance and use full scale for the space objects. E.g. the planet Saturn is displayed at full scale and can be flown around in 3D.

The current focus is to create a detailed campaign that takes place in the region of space around Saturn with the beautiful rings and several moons and hundreds of asteroids and many facilities, space stations and ships.

When starting a campaign the entire region is generated, then each location the player can visit is generated randomly creating an exterior layout. If the player docks with the location, the interior level generator is used to create a unique version of the location matching the exterior layout. The same system can be used to generate random spaceships.

This makes it possible for the game to act as story generator, with players starting from a range of locations in varied situations. As players progress they could unlock new starting locations.

This framework also supports easily adding new content and expanding the range of locations with both in-house and community made content that can seamlessly be added to the campaign generation.

SO... we start with a full scale model of Saturn and it's rings and moons.
- we generate locations and place them in orbit.
- we generate one location interior for the players to start in.
- we start a cascade of events that will force the players to move to new locations.

KEY FEATURES:
UTTERLY MASSIVE RANDOM GENERATED FLYABLE SPACESTATIONS, SPACESHIPS, AND SPACE FACILITIES WITH FULLY DETAILED INTERIORS.

Technically, we can fly city-sized space ships, with hundreds of NPCs actively crewing the ship and battling in an RTS scale scenario. Should the ship be infested, the enemy is fully realised within the interior, spreading and harvesting whatever or whoever it can to empower itself.

In most space games travelling is tedious and various McGuffins are used to get around this.

Our universe is similar in technology level to the "Aliens" universe, no warp drive.
In our simulation, the journey time can be used for players to progress their tactical position by building, researching and training NPC's. When all is done, the player can enter cryo-sleep and skip forward to when their ship arrives at its destination.

The simulation continues during cryo-sleep, so they maybe awakened in response to an emerging situation or randomly generated scenario.

To see examples of our progress, get over to our YouTube channel and check out the development videos.

We are a small indie team, trying to "follow the fun". If you're into it, then join us on the journey.