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Asid:
Vol.64 - Ready or Not Development Briefing
Fri, 17 November 2023



SWAT AI Overhaul


Attention Officers,

Thank you for joining us for the 64th edition of our biweekly development briefing, November 17th, 2023!

Today our newly overhauled SWAT AI teammates
make their proper debut as an advanced and intuitive critical feature to the game.

With this development on SWAT AI we’ve made a major step towards continuing our vision for what Ready or Not
can be— a quintessential tactical shooter with a central focus on PvE that’s worthy of a SWAT experience.

Let us walk you through an overview of the vast new capabilities
this SWAT AI system will provide, including huge improvements and additions
for formations, stacking, breaching, clearing, callouts, and securing.


Please keep in mind that the development content depicted in this briefing is a work in progress and may be subject to change in the game’s final state.


Vol.64 Development Briefing summary points:

(not a changelog)

- 4 different fall-in formations for SWAT AI, including single file, double file, diamond, and wedge
- SWAT AI can adjust their formation based on the obstacles around them
- Ability to micromanage how your officers stack up, including left, right, split, and swapping positions of specific officers
- SWAT AI can automatically adjust their positioning in a stack according to the room layout or their equipment
- SWAT AI have voice callouts for open doorways, suspect actions, and more
- Vastly improved, realistic clearing tactics for SWAT AI that incorporates many techniques such as dynamic and limited penetration clearing
- Improved SWAT AI usage of less-lethal weapons against suspects
- SWAT AI automatically secures and reports civilians and suspects or DOAs
- SWAT AI automatically secures evidence and has more commands to make evidence collection much more streamlined
- SWAT AI can use the door ram and grenade launchers for breaching
- SWAT AI automatically swaps to their secondary weapon when out of primary weapon ammo, and can fire in semi-auto to conserve ammo when appropriate
- Improved grenade deployment accuracy for SWAT AI
- Teaser conclusion


Falling In

Your SWAT AI teammates can now fall into specific formations
, allowing you to fine-tune your officers' movement through a given tactical environment. These 4 fall-in formations are described as single file, double file, diamond, and wedge. When ordering your SWAT members to Hold a position they will properly maintain the formation they were in.

(Image below: The new fall in command menu)


In all of these formations your SWAT AI will strive to maintain their respective angles to create a broad scan of their surroundings with minimal redundant overlap.

Officers in the back of a formation will pull rear security to ensure your flanks are covered.

They will automatically adjust their formation in order to logically accommodate the space they’re in, for example switching from double file to single file or fluidly navigating obstacles.

(GIF below: SWAT AI automatically shifting from double file to single file formation to account for obstacles)



Single file is useful for extremely claustrophobic spaces such as a tunnel. Officers in the middle of the formation will watch left/right. Single file exposes a minimal number of officers to forward facing threats but entails less forward coverage.

(GIF below: SWAT AI in single file cover their angles while moving through a cellar)



Read on: https://steamcommunity.com/games/1144200/announcements/detail/3835439444392378670

Asid:
Vol.65 - Ready or Not Development Briefing
Fri, 1 December 2023



New Weapons and Ammunition Rework

Attention Officers,

Thank you for joining us for the 65th edition of our biweekly development briefing, December 1st, 2023!

Today we are going to go over some of the great work that’s gone into new weapons that have been added to the game, including the MCX rifle, LVAR rifle, F90 rifle, Supernova shotgun, UMP-9 SMG, TLE 1911, and the TPL less-lethal launcher.


Redone weapon models, covered after, are the breaching shotgun which is now an 870MCS, the M45A1 pistol, UMP45 SMG, and the MPX SMG.


Throughout we'll show and discuss much of the new gunshot and foley (handling) audio that has been added with most of the weapons above.

Lastly, we’ll take a look at re-worked ammunition values and penetration system. Revealed in this section is new training ammunition for use in training areas only, with a corresponding custom training MK18 rifle and G19 pistol.


Also, as you may have noticed from our post from on X yesterday, you can expect a big announcement from us at The Game Awards this December 7th!


Please keep in mind that the development content depicted in this briefing is a work in progress and may be subject to change in the game’s final state.


Vol.65 Development Briefing summary points: (not a changelog)


New weapons:
- MCX rifle
- LVAR rifle
- F90 rifle
- Supernova shotgun
- UMP9 SMG
- TLE 1911 pistol
- TPL Less-Lethal launcher

Redone weapon models:
- 870MCS Breaching Shotgun
- UMP45 SMG
- M45A1 pistol
- MPX SMG

Weapon audio matches the furniture of a weapon (how it is constructed, such as stocks and rails). E.g. the MCX and LVAR have different foley audio since they’re constructed of different components despite being on the same MCX platform.

Reworked realistic ammunition values, including new tissue damage, armor penetration, cover penetration, spalling, and ricochet values. Engine blocks of vehicles now block ammo as a reflection of the detailed rework to cover penetration.

(For use in Training Areas only) New training ammo for the new designated blue furnished training MK18 and Glock19 models.
- New Training MK18 rifle (Blue) (Training areas only)
- New Training G19 pistol (Blue) (Training areas only)


New Weapons and Audio:

The new weapons listed below are the MCX, LVAR, F90, TLE 1911, UMP9,mand TPL Pepperball Launcher.


As always, our audio design team has been hard at work crafting the most impactful authentic muzzle reports and foley possible. We have also made a major audio pass to distant gunshots across the board.

The videos below feature weapon audio and the new models alike to give you an idea of what your arsenal will look and sound like.


MCX:

In game description: “Highly popular with modern police tactical units all over the world, the MCX
platform [could be considered as] slowly taking over the AR15 in terms of modularity, performance, and customization.”

“The MCX chambered in 5.56x45mm shares a similar resemblance to the one used by the CTSFO (the UK’s Counter Terrorist police unit), featuring an 11.5” barrel, a collapsing/telescoping stock, a custom charging handle, and a keymod handguard outfitted with side and lower rail sections for use with accessories. This rifle build was in the style of a traditional MCX, more alike the ones from the 1st generation.”


The MCX’s fantastic modularity is represented by the LVAR weapon we will discuss next.

(Image below: An in-game replay photo of the new MCX during a magazine check)


(Video below: Some audio of firing the new MCX indoors and outdoors)


Asid:
Our SWAT AI Dev Vlog is on the VOID YouTube channel!
Tue, 12 December 2023

A feast for the eyes at what's been cooking right around the corner for 1.0 release, Dec. 13th!

Our exact 1.0 Launch time for Dec. 13th will be announced later today, for now, make sure you check out the beautifully in-depth video detailing more about SWAT AI that's posted on our YouTube channel!





Asid:
Ready or Not - We're Live at 1.0 Launch
Wed, 13 December 2023



1.0 update is available now


Update 1.0 for Ready or Not - LIVE NOW

Event Started Wed, 13 December 2023

Asid:
Vol.67 - Ready or Not Development Briefing
Fri, 19 January 2024



1.0 in Review FAQ

Attention Officers,

Thank you for joining us for the 67th Edition of our biweekly development briefing, now returning from a holiday break!

Today we'll be taking a retrospective look at some frequently asked questions over the past few weeks following the 1.0 update. These questions will cover hotfixes, Suspect AI, the existing suspect/civilian “Stress” and “Morale” system, equipment, animations, and more.


We hope you have had a great time with your friends and with the game over these past weeks, and we have been keeping our eyes on how things are going!

Hotfix #2 is out the door as of yesterday and it is just part of many hotfixes and further gameplay improvements that we want to release as soon as possible. As mentioned in our Hotfix #2 patch notes, we are on the way towards Hotfixes #3 and #4
as well as any other fixes that may occur in-between.

We will be specifically focusing on performance and gameplay balancing among other areas in upcoming hotfixes.


One thing we want to quickly touch on, though, is that our team is not yet at full working capacity following our holiday break. In the meantime, we are continually gaining momentum to make progress on necessary fixes.

We're sorry that this hotfix process may be taking longer than expected but rest assured that we are committed to delivering them.

1.0 required countless high-priority systems and features to be put together, with each department focusing on their own particular workflows to get each critical component of the game prepared.

However, now that Ready or Not has reached 1.0 and all your wonderful hands, it’s time to more holistically parse how the game is functioning for our broader audience, adjust our internal workflow to reexamine its parts and find the best ways to address changes that could be made.

We are diligently aware of your valuable feedback and bug reports across our platforms in this process and are striving to meet them as effectively as possible.

To consolidate your input for best visibility for the development team please direct any feedback or bug reports you have to our Discord’s respective feedback or bug report channels (https://discord.gg/readyornot).

Read on: https://steamcommunity.com/games/1144200/announcements/detail/3970553140547184115

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