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Ready Or Not (Elite SWAT Team)

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Asid:
Update 21/10/19

 
This Newsletter is designed to provide our current Supporters and future players an update regarding VOID Interactive and our development of Ready Or Not.
 
General Update for Supporters
 
The Team at VOID Interactive continues to work feverishly on a next wave of updates to the Alpha as well as the root game. As the journey progresses, we continually face the challenges and complexities of building such an ambitious title and thank all our supporters for the feedback on what you have seen so far.
 
As a reminder, Ready Or Not Alpha is a test version, a slice of the game only and WILL NOT have all the refined features and levels that will form part the full game. 
 
Alpha is largely for testing functionality and features and allows us to refine the tactical police shooter into the right mold that will be enjoyed by fans of the genre, and gamers in general.
 
As noted in our first Newsletter, we are working on a wide range of game elements but our primary focuses, where a lot of our energy is going in on two primary systems that will be very notable once deployed into the Alpha:
 
•   The New AI System will dictate the behaviors and actions that AI characters take. As confirmed by both Alpha feedback and vetting against our internal standards, the current AI can be tough at times, but is not reflecting the dynamic behaviors required to make it a more fun and realistic tactical experience. The new AI System will deliver better AI behaviors and reactions that will smartly adapt to player inputs and environmental conditions. This level of change has involved hundreds of hours of development time, the creation of new gameplay systems for interacting with the AI, and additional voice systems. 
•   The New Animation system is directly correlated to the New AI System and will breathe a new dynamic into the game. With the hiring of two new resources to accelerate the clean-up and integration of previously recorded character motions. This will allow us to move away from generic motions to more customized motions created for specific gameplay scenarios.
 
These two new systems that are in the works and are slated for release in the next few months,  so you will not see them in the October build release; while we would like to show you a sneak-peak, we cannot because the two systems are highly interrelated and cannot be released independently.
 
What you will see in this release are two new block-out levels* and two experimental game modes for testing as follows:
 
Block-out level - An early stage of level design and environment art creation. A block-out utilizes primitive geometric shapes to block-in level designs, game environments and game art assets and is designed to test size, scale and gameplay. 
 
 
New Alpha Level Block-Outs
 
Club
A horrific crime has occurred in a crowded Nightclub. A brutal attack that sadly results in a high body count, the SWAT team must make their way through the club and protect any civilians still alive as well as capture the cowardly perpetrators.
 
The Block (Experimental)
An urban combat simulator set up by the force to train for civil unrest scenarios and escort missions.
 
Levels already in Alpha
 
Gas Station
As the location of a stand-off, hostages have been taken, where some petty criminals hit up their local 4U gas station. Running low on funds, and desperate for a supply of narcotics, they boldly entered the neighborhood 4U gas station pumped with adrenaline and without ‘casing the joint’, causing panic and surprise when encountering civilians.
 
Hotel
A downtown hotel becomes the location of criminal activity gone very wrong. No one would have expected that this once glamorous downtown hotel would be the backdrop to a brutal battle between a domestic biker gang and an emerging cartel.
 
Port
Police have made a breakthrough on an enigmatic criminal case which requires cross-agency collaboration to investigate the city's port. Unsure of what they will find, the SWAT team is sent into a sector of the port to raid a suspect building.
 
Police Station (Kill House Only)
Tactical training center.
 
New Experimental game modes for Alpha
 
Firefight
Two equally sized teams of one to four players per side go head-to-head in a Best of Five match. With randomized loadouts and one life per round per player. Each player has a predetermined loadout that corresponds with a player on the other team.  Firefight will be playable in Kill House, Port and Hotel. 
 
Tug of War
This PVP mode pits two teams aiming to toggle a centrally located flag on a mechanized conveyor to and end point on either side where the first team to achieve the goal will be crowned the winner. This mode will be playable in the Kill House.
 
 
 
[size=12pt[]b]Conclusion / Next Steps [/b][/size]
 
With all funds continuously going towards game development, we will continue to update you through this newsletter regarding the delivery of new or refined content into the Alpha. 
 
Aside from the additional block-outs and experimental modes, you will note an improvement to the grenade throwing feature for better fluidity and pacing of combat, and ultimately for greater enjoyment. Now, by default, pressing G will quickly lob your selected grenade at your intended target. The classical grenade throw method will still be accessible through keybinds.
 
Continuing areas of focus
 
•   Voice acting and sound effects - we have recently picked up an additional resource to help with sound design and integration.
•   Expanding 2D and 3D art team - currently vetting additional resources
•   Testers assisting with bug fixing and AI systems
•   Further developing additional game modes and minigames (i.e. Lockpicking) to add more depth and entertainment to the overall experience.
 
Things to look for in the coming months
 
•   Release of new AI and Animation Systems
•   Release of new levels for both PvP and PvE
•   Release of new game modes
•   Continued review and fix of as many reported bugs as possible, with an emphasis on those that have the highest impact on gameplay.
•   upgraded audio occlusion system, and focus on realistic spatialization and reverbs
 
Warm Regards,
 
VOID Interactive

Asid:
Ready Or Not『Developer Log 09/09/19』




Asid:
Update 13 May 2020




We have released our brand new player-versus-player build to all Supporters via Steam, and it brings a vast amount of changes and improvements. To access it, simply head on over to your Steam library and download the latest update for Ready Or Not. To head back to singleplayer and CO-OP content, you can switch back to the corresponding branch by right-clicking Ready Or Not in your Steam library, entering Properties, navigating to the Betas tab, and choosing the branch from the drop-down list. Anytime you want to play PvP, simply switch back to the previous branch.

This new PvP build is NDA-free — meaning Supporters are enabled to document, record, stream and share its contents with the public through whichever platforms they’d like. However, please bear in mind that singleplayer and CO-OP remain under NDA, and therefore all content from the singleplayer and CO-OP branch still cannot be shared with others.

We are also releasing another development newsletter you can access through the link below.

https://bit.ly/RONMayNewsletter

Proceed with caution, entry team.

Asid:
Update 13 June 2020

From VOID Interactive

"Hello @everyone,

We have decided to extend our Alpha period beyond June, therefore postponing the launch of the Ready Or Not Beta. For more information, please read our latest newsletter below.

We thank you for your patience and support as we continue to work hard to deliver a high-quality gripping and compelling tactical experience."



Asid:


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