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Asid:
Vol. 34 Ready or Not Development Update
Fri, 8 July 2022

Character Concept A̴͉̅r̵̪͝ť̸͕



Attention Officers,

Welcome to the 34th edition of our biweekly development update! In this briefing, we're going to take a look at some of the concept art our team has put together for Ready or Not's characters. This is their first step en route to being fully integrated suspects and civilians within the game's levels.

Going forward we’re also going to be changing how we update the community on upcoming patches and how we announce dates to ensure that, at a minimum, we never have to delay an update ever again. In the process of getting the AI rework and the new maps to Supporter Edition users for testing, we announced a timetable which hindsight now tells us was a little over-optimistic as we had to delay the release a few times.

In the future, definite timeframes will not be made public unless we are 100% sure we can deliver on that date, which will hopefully amount to smaller lead times between announcement and update.


Scumbags and Security Guards

Our first character in the spotlight is none other than the charming George Brixley, the prime suspect of our as-of-now unseen level of Agency.


Above: Mr. Brixley with his tools of the trade. For perfect touch-ups with a smile that could rot.


Greasy, smug, unkempt. Any number of words could be mustered to describe George Brixley. Except, perhaps, for 'wholesome'. His exploitative work at the Agency makes him and the fruits of his labor a top priority for police to bring down, but he won't be alone. And he certainly won't be unprepared.

The next character concept we have to show off can be found at Data Center, the level featured in our last newsletter.


Above: The data they're guarding is more valuable than gold. They sure dress like it.


The MindJot security team is well-trained, professional, and equipped with bleeding edge gear. They're well compensated to ensure that their clients' information, no matter what it may be, is safeguarded from any threat. This is their territory; tread carefully.

Lastly, we want to take a look at some concepts of a few characters that we've kept under wraps until now. We're very excited to show off -- 8,15,13,5


Above: Wake up. Remember. Your country needs you.


There is not an End. Every road converges upon You, every bloom becomes Us. Listen to Them. Listen. Breathe.


Above: You're not a hero. Not a King. Not a God. Just mulch for us all.


Where has it gotten you, this heaven-scorned fury? The blood seeps through you. Your eyes blinded by viscera. You're disgusting. You don't have to be this way. You don't have to be this way. You can be more.


the pus blooms, Our roots take hold. a Throne for Our vaunted Sepulchre. may we All claim it.


Don't let go. It's too late, now
. You remember. Take hold. Fight for Us. The Lost
.

Conclusion 7 15 2 0 18 9 15 2 2


This concludes our 34th biweekly briefing. Make sure to tune in next time for more development news.

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community, you can become a Supporter at www.voidinteractive.net or at our Steam store page.


Peel open your e̴y̶e̵s̷.
VOID Interactive


Asid:
Ready or Not PVE Update - Patch 21677
Mon, 18 July 2022



General
•   Hotel lighting fixes
•   Gas lighting fixes
•   Fix players being able to walk through vending machines on gas
•   Removed Ridgeline and Hospital (We have received enough feedback on these levels and they will return complete later)

Gameplay
•   Fix bullets not penetrating through limbs
•   Fix ammunition penetrating through suspects despite being blocked by armour
•   Fix shotgun ammunition having incorrect penetration and armour durability damage
•   Fix buckshot having too much spread
•   Fix excessive camera movement when shot with certain weapons
•   Incapacitated kill penalty buffed to -200 (was -15)
•   Damage to neck bone is now considered a headshot instead of a body shot
•   Multiple crash fixes

AI
New:
•   Armoured suspects will now react more severely to bullet impacts
•   Reduced suspect damage tracking time from 5 seconds down to 1 second
•   Fix AI getting stuck under some beds on Meth
•   Fix an issue where an arrested AI who were previously in a cover pose would snap back to the cover pose again
•   Fix a few animation snapping issues related to cover
•   Fix an issue where suspects taking damage in cover would not play a hit reaction animation
•   Fix swat AI not looking in the direction they are moving sometimes
•   Fixed bug causing AI to get stuck arresting
•   Changes to Suspects reactions when encountering a player
•   Fixes to arresting animation

UI
•   Fix supporter only items appearing unlocked for everyone
•   Localization updates
•   Weapons/Items/Gear
•   Removed suppressor socket for Python Revolver
•   Renamed PFC9 to PC19
•   Fix the M320 Grenade Launcher sometimes killing the user firing


SFX
General
New:
•   Created dedicated modding FMOD bank for the modding wizards

Updated:
•   Certain glass smashing sounds are now easier to discern which direction they’re coming from
•   Improve footstep directional audio (especially above / below)
•   Balance SWAT footstep volume
•   Breaching shotgun equip SFX changed to be more appropriate
•   Added feedback when door is unlocked using lockpick gun
•   Player dirt footstep SFX now easier to hear
•   Various improvements to reverb

Fixes:
•   Fix certain door not playing SFX when closed
•   Fix SWAT footsteps not playing on certain surfaces
•   Fix NPC footsteps not playing on certain surface
•   Fix certain explosion having waaaay too much reverb
•   Fix certain reverb activating a second reverb
•   Potential fix for certain SFX when entering certain bushes sounding delayed
•   Potential fix for SWAT shotgun breaches not having pew pew SFX

Club
New:
•   Added additional diegetic track

Updated:
•   Additional sound detailing
•   Bump volumes for certain SFX
•   Various optimizations

Fast food
Updated:
•   Certain SFX now sound like they’re coming from the world
•   General backend improvements to restaurant track
•   General improvements to ambiance

Fixes:
•   Fix exterior ambiance firing inside of main restaurant

Hotel (First Floor)
New:
•   Added additional rumble layer to exterior

Updated:
•   Place certain SFX in the world for more immersive feel
•   General improvements to ambiance
•   Various optimizations

Fixes:
•   Fix metallic walking sounds on certain surfaces
•   Fixed certain ambiance popping when looped

Meth
New:
•   Added cloth wind SFX
•   Added tunnel pipes SFX
•   Added police radio SFX
•   Added diegetic rap SFX

Updated:
•   General improvements to ambiance (volume, transitions)
•   Improve how certain sounds react behind walls
•   Various optimizations

Fix:
•   Fix plane sound being audible from the tunnels
•   Potential fix for instances where sounds can drop out

Penthouse
New:
•   Added crowd SFX

Updated:
•   General improvements to ambiance (volume, transitions)
•   Certain sounds are now placed in the world rather than 2D

Port
Updated:
•   General improvements to ambiance
•   Various optimizations

Valley
New:
•   Added cicadas around level

Updated:
•   Restore exterior SFX (birds / cars now sound like they’re coming from the world!!!)
•   General improvements to ambiance
•   Various optimizations

Fixes:
•   Potential fix for certain interior diegetic song being cut out too much by gunfire Music

Fast food
New:
•   Overhaul for Fast Food OST (Certain combat section won’t play for now)


If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Make sure you follow Ready or Not on Steam here.

 
Keep your feet on the ground.
VOID Interactive

Asid:
Vol. 36 Ready Or Not Development Update
Fri, August 5, 2022

Content: Suspect Gameplay



Attention Officers,

Welcome to the 36th edition of our biweekly newsletter! In this briefing, we’re going to dive into some AI improvements our team has made as well as explore future plans for suspect AI development.

Manipulated Chaos
As of our most recent update, AI behavior will be altered depending on player interaction. Over the course of the game, AI stress will naturally decrease or increase depending on how aggressive your team is. AI in high stress will not hesitate to shoot you and be combative, while AI in low stress will not be as aggressive. Our goal is to show you how your team’s actions impact the world and gameplay experience. As we progress, we hope the stress mechanic will create the opportunity for a wider range of dynamic situations to arise.


Above: Slow to raise the weapon, wonder what else?


Suspect Gameplay
Our team is looking into improving how AI moves through the world by using spline paths during navigation. By using a spline path, AI will be able to move more easily and smoothly around sharp edges and corners, giving them more natural and realistic characteristics. Through the addition of more complex animation transitions, turns will be determined by AI speed and trajectory. In response to gunfire or stress, future versions of AI could slip or stumble during transitions. This new feature aims to make interactions with threats more entertaining and challenging in high-speed situations.


Above: There's no Lombard Street in Los Suenos, but this will do.


Our top priority is improving AI movement and consistency during gameplay. AI can currently burst into full speed without any build-up; we will be introducing methods to slow down encounters, allowing officers time to react. Slowing down initial movement will make interactions more believable, but players should still proceed with caution, even if the threat doesn’t appear to move as quickly as before.


Above: Think twice before you do whatever it is you plan on doing.


For suspect AI gunplay, we’re focused on reworking reaction times and how they locate and engage with players. Instead of suspects blending between two poses (weapon up and down), specific states to raise a weapon and then aim it will be introduced, minimizing issues related to readability during encounters. Our next major update will also include the ability to startle unaware suspects and civilians. Startles will fill the gap when suspects are deciding to flee, hesitate, surrender, or shoot. Lastly, we are working towards creating more variety in suspect profiles and abilities depending on their role in the world. These additions should build up to create a more realistic and improved gameplay experience.

Conclusion
This concludes our 36th biweekly briefing, discussing AI updates already integrated in Ready or Not as well as revealing some exciting plans for gameplay against suspects. Expect more details on our plans to improve civilian interaction and SWAT control in the future. Make sure to tune in next time for more development news.

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community, you can become a Supporter at www.voidinteractive.net or at our Steam store page.


Keep your feet on the ground.
VOID Interactive

Asid:
Ready or Not Update - Build 21874
Tue, 9 August 2022



AI

    Fix animation pop when AI is surrendering
    Fix suspects not entering cover consistently due to always tracking their movement vector and/or last known enemy location
    Fix cover entry location sometimes not being calculated correctly (leading to difficulties entering cover properly)
    Fix suspects unable to enter cover in tight spaces


UI

    Loadout item selection list now oriented vertically with an interactive scroll bar
    Weapon attachment configurations should now persist in their last state as intended, even after switching away or leaving the loadout menu.
    Full Loadout Presets are now enabled and can be selected and saved from the dropdown on the overview.
    Presets can be quickly applied to AI officers
    “Default” option will reset the loadout (this cannot be overwritten or deleted)


If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play testing events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
VOID Interactive

Asid:
Vol. 37 Ready Or Not Development Update
Thu, 18 August 2022



Attention Officers,

Welcome to the 37th edition of our biweekly newsletter! This week we will be showing an in-depth first look at our new map, “Coyote”, still in the very early stages of development. Our newest level will take players into claustrophobic halls chiseled out of the hot desert along the border. We can’t wait to see how players handle the tight corners and hidden enemies.

The Path to Freedom

Three teams (BORTAC, HRT, SWAT) have been pulled together on a cold night to stop the exfiltration of key members of the Los Locos gang into Mexico through underground tunnels. Little do they know what awaits them mere feet below the ground.

A small tunnel lies at the back of a property leading deep below the Los Suenos surface. Once opened, the loud steel door gives away your presence within the tunnels, erasing the element of surprise.


Above: The sign reads “Dejad toda esperanza, los que entráis” meaning “Leave all hope, ye who enter”


The Coyotes Den

The tunnels are dark, wet, and narrow. There’s no turning back when you enter, nowhere to run or take cover. The suspects have the advantage over you; they know the layout with their eyes closed and can be hidden in plain sight. Every sound you make will carry, so we need to be especially careful.



Above: If you’re claustrophobic, good luck. The tunnels won’t give you a second chance.



Above: A bedroom, how thoughtful. I guess they do care about their people after all.



Above: The tunnels are lined with small rooms and dugouts. Even more space to hide.


The Cave

Proceed with caution when approaching the hidden dock at the end of the tunnels. Where the water comes from and where it is going is a mystery. We need to find out exactly what they are transporting, where it’s going, and who they got it from.?



Above: I guess there’s light at the end of the tunnel. Literally.



Above: Hope you brought a second pair of socks, you might be getting wet.


Conclusion

This concludes our 37th biweekly briefing, taking a first look at one of Ready or Not’s future levels, Coyote. Be sure to tune in next time for more development news!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
VOID Interactive

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