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Offline Asid

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Ready Or Not (Elite SWAT Team)
« on: May 06, 2017, 02:54:15 AM »

Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team,
tasked with diffusing hostile situations in intense, claustrophobic …


Official Site: Here
YouTube: Here
Single-player/ Multiplayer/ CO-OP


Reveal Trailer


About
Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with defusing hostile situations in intense, claustrophobic environments.

It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.





Strategic Planning

Our “planning phase” allows players to plan their entry strategy andunit load-outs
with a wide array of choices, such as ammunition types, extra equipment, and entry points.





Multiplayer

Bring order to chaos with up to 8 friends in co-op, or battle other SWAT
units in a frantic, competitive multiplayer environment.





Player Dynamics

Smoothly modulate speed or control doors via scroll wheel.
Total control also allows players to incrementally lean in any direction.





Over 30 Unique Items

From flashbangs to snake-cams to deploy-able ladders,
players are provided with the freedom to fulfill their tactical plan.





Player Customization

Control your officer’s appearance with a wide selection of looks.
Import custom team patches and name-tags.





Less-than-lethal Alternatives

Engage in combat with an arsenal of non-deadly weapons including
pepper-guns, tasers, pepper spray, and beanbag shotguns.



















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Offline Cougar11

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Re: Ready Or Not (Elite SWAT Team)
« Reply #1 on: May 06, 2017, 03:12:39 AM »
Will be looking at this one.

Sent from my XT1080 using Tapatalk


Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #2 on: May 06, 2017, 03:15:20 AM »
Will be looking at this one.


This has "Cougar" written all over it  :shooting-two-guns

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #3 on: April 30, 2018, 02:36:39 PM »
Ready Or Not – Devblog 02 – “An Era Approaches”
Posted on July 4, 2017 by Void Interactive

Ready or Not has had some frantic last few months since our announcement. We’ve gathered a lot of attention and support, which has cemented our view that people are ready for a complete, authentic, police-based tactical FPS. There’s a fair bit of news to go through, so let’s get started by running through some features.

FEATURES

UI
Contemporary UI design seems to be intent on forcing the player to drag their focus around the screen unnecessarily, instead of their focus being on their surroundings and situation. We aim to fix this with the inclusion of our internally-named “Swiss-Army UI”. This element provides the player with information such as player speed, orientation, lean direction, weapon control and two pop-up radial menus. The aim of the SAUI is to keep the players line-of-focus vertically centric with the crosshair (while not obfuscating view). Below, we have some GIFs of the current iteration of SAUI in action.

http://voidinteractive.net/wp-content/uploads/2017/07/SAUI.mp4?_=1

Environment Reaction
New VFX impact effects kick up long-lasting clouds of dust, bullet ricochets spark and sputter, guns kick up particles when fired close to objects, and we’ve added in parallax occlusion mapped bullet holes for relevant materials. These POM mesh impacts add an extra level of “punch” to your weapons, giving the illusion that your rifle is yanking out chunks of wall with every shot. We’re very happy to have implemented this (and so quickly), as it’s an underutilized technique.

http://voidinteractive.net/wp-content/uploads/2017/07/PoMImpacts.mp4?_=2

Below, an officer fires an MPL into a set of various materials to create a cloud of matter. This showcases how the individual particle effects work together to provide
greater visual feedback.

http://voidinteractive.net/wp-content/uploads/2017/07/2017-07-05_06-51-55-1.mp4?_=3

Weapon Attachments
The current inclusion of a myriad of collimated weapon optics will give units a greater degree of freedom when it comes to how they want to handle a situation or when it comes to choosing a more comfortable sight picture. These attachments (and all future ones) will only be applicable to weapons with the appropriate rail systems/support.




Projectile Dynamics
We’ve included some more information on our projectile dynamics, showcasing ballistic penetration power and material ricochet likelihoods.

When firing through objects, users will receive a much more predictable projectile trajectory if bullets impact parallel to your position. Higher hit angles will result in larger trajectory offsets or even ricochet the bullet, when the appropriate surface is impacted. The aim is to make combat more frantic and unpredictable when an officer misses his shots, ensuring players consider all options before they engage.

Patch Customization
Players can now assign an image to their officer’s shoulders by entering any valid URL. This supports files that include an alpha channel.

COMMUNITY

Great News

We’ve received overwhelming support from everybody regarding Ready Or Not, with a lot of individuals claiming they’d be willing to pitch in what they could to help this game grow. This rally of support was unexpected and VOID is glad that we have such an enthusiastic audience.

However, our company recently completed negotiations with an investor, effectively cementing the ability for us to develop on Ready Or Not in a more permanent fashion.

Expansion

We’ve taken to bolstering our development team somewhat: adding a technical animator and an AI programmer to the ranks. While we’re still sorting things out, the plan is to speed up development even more than before so we can get this title to our audience faster.

More information on this will be posted next devblog.

Finally, it wouldn’t be a VOID post without a strange promo. We’re aware a lot of people are looking forward to seeing lengthy footage of Ready Or Not gameplay. The next full trailer we release will be strictly devoted to in-game footage.




Thanks, from the team at VOID Interactive

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #4 on: April 30, 2018, 02:45:37 PM »
Ready Or Not – Devblog 03 – “Going Dynamic”
Posted on March 11, 2018 by Void Interactive   

Ready Or Not is alive and well. We’ve been very busy here at VOID Interactive, and plans haven’t changed. In fact, they’ve been expanded upon. Now let’s get to the good stuff. As is standard with all of our posts, the scenes are in-game and real-time, using the assets you’ll be playing with when the game is released (By the way, all of the watermarked “Ready or Not” images are 4K. You should be able to download them straight off the page).

Where have our updates been?
While the whole crew here are looking forward to showing you all of the content our game has to offer, showcasing this work takes a lot of time. It can prove difficult to put development on hold and focus on a devblog due to the size and specialty of our team. However, despite the size, this year is looking very exciting if you’re interested in Ready Or Not.



Artificial Intelligence

For the last year, we’ve been writing Suspect and SWAT AI that will challenge the player and act realistically. Our suspect AI can be surprisingly spontaneous and very lethal. For example, failure to restrain a suspect may result in them getting up when the SWAT are no longer around, and finding something to defend themselves with. Players will have to be strategic and mindful of their surroundings, and use the tools provided to ensure rooms are safe before and during entry.

For single-player, players will be placed in the shoes of the SWAT team leader with four officers under your command. The AI for our SWAT needed to be both robust and independent, in the sense that they will act in a manner that conveys a high level of tactical training whilst also being able to act dynamically if needed. This means realistic entry techniques, holding smart angles when waiting for commands, and so on. SWAT will drop chem-lights in cleared rooms, make arrests and collect evidence in their vicinity upon command if the area is clear.

In the below footage, the suspect falls and rolls behind the vending machine to take cover. As I’m transitioning from my sidearm to my rifle, one of the officers engages the suspect before he has a chance to shoot at me. There are a couple of other features you can see in this (ricochet, shell casings hitting the screen) that were entirely random and not planned.




As is standard with any police tactical shooter, the player’s team can also employ breaching methods such as C2 charges or door rams, as well as deploy grenades into a room to clear it before entry. SWAT will also start off in a “stealth” mode, where the ROE is shifted to force them to call contacts to the team leader before engagement. The officers keep their voices low in this state to ensure they’re not heard. They’ll also be less likely to initiate combat unless put in danger. During combat, the team will shift to dynamic mode, where the team will become more likely to engage targets if seen, and take more aggressive angles. This mode can also be employed immediately at the element leader’s command.

A new feature we’ve added to Ready Or Not is the inclusion of go-codes. Players can separate their element into “blue” and “red”, order them to take different entry points on a room (or rooms), and then initiate the breach as the element, known as “gold”. The breach can be initiated on a single group as well, allowing the remainder of the unit to cover a different location, such as a hallway or exit.




Naturally we also have a civilian AI system will act unpredictable during gunfights. Some will panic when shots ring out. If they find a clear exit, the civilians may try to run away from the combat to avoid being killed. It’s best to get a control of the civilians as soon as possible, by any means.

Our AI systems also take cover based on object height and strength, and will attempt to confuse the player by peeking out and then re-adjusting to find a better fighting position if possible.




Motion Capture
We’ve invested in high-end optical motion capture cameras used on titles such as Star Citizen, Metal Gear Solid 5, etc. Our animator has been hard at work setting up all of the necessary tools to record and process the vast amount of animations we require for Ready Or Not. So far the results have proven to be incredible, with a high framerate output and minimal cleanup. The plan will be to use these tools to their maximum ability, meaning we’re planning on also recording facial motion capture and recording some truly long and truly gruesome animations.

Below we’ve posted an example of the motion capture that we recorded on day 1. It’s short, but it’ll give you an idea of what to expect.




Animations
Our animations have been improved drastically. The team is aiming to make the game world feel even more real with a variety of new artistic features. On the first-person front, every animation is created at 240FPS, and the weapons models have been rigged so that they loosely shake and jolt in the appropriate locations during gunfire. This is inspired heavily by Killing Floor 2 and their first person animations. We’ve also introduced some procedural animations into our workflow. For example, our animations are layered with a randomized node-based system which creates a very realistic and very unpredictable method of shake when an officer fires rapidly. These can be adjusted based on the weapon, its weight, and what attachments have been placed on it, as well as officer condition.

Third person animations have received similar treatment, with a series of hit-reactions being added for SWAT, suspect, and civilian alike. This is based entirely upon where the subject is shot. This also includes death animations, which are currently works-in-progress.




Gameplay
The importance of expanding of our reload system became clear to the combat in Ready Or Not. Players can still swap mags by pressing the reload key, but now also have the ability to perform a quick-reload by double-tapping the same key. This will quickly eject the mag to the floor and allows players to quickly resume combat in the event they can’t afford to waste time replacing magazines in their kit. This reload technique is a lot faster (by about 35-60%), and the dropped magazines can be reclaimed once combat has ceased. On top of this, players can hold R to check their magazine capacity, as well as ammo-type. The magazines will accurately show ammo quantity and type, as well as providing a prompt with the weight of the magazine (whether it feels empty, feels light, feels full, etc.)






As such, we’ve done away with a lot of the UI shown in the Development Blog 02. Our philosophy is that “less is more”, in the sense that the player should be told this information passively if possible, or know it intuitively. In replacement of this UI, we’ve added a compass at the top of the screen to assist with direction-giving. We’ve also made adjustments to our speed system, which now uses a tiered system to go to certain speeds. This means units will be provided with five paces to choose from with their scroll wheel. While this may sound a little less interesting at first, it helps to coordinate speeds with your teammates, this still allows for a wide variety of movement options during combat.

We’re including four grenades in Ready Or Not: the Flashbang, CS-Gas, Stingball, and the Nine-Bang. These will all fill a very specific role in an officer’s kit, so choosing the right object for the job will be crucial. Our grenades can be thrown in both an overhand and underhand method. Some grenade effects can be mitigated by devices we’ve provided. For example, the CS-Gas can be negated with the selection of a gasmask during loadout selection. Some of the flashbang and stinger effects can be mitigated if the user has a ballistic shield equipped (this also acts to protect anyone behind the shield).

The particles we use for the grenades can create a very dusty and smokey environment for the team, similar to real life.

There are a bunch of other neat features we’d like to show, such as our sniper teams and their ballistics systems, but some of them are quite heavily work-in-progress, so perhaps it’s best if they wait for Ready Or Not’s gameplay trailer.





Characters
You may have noticed on our Instagram a bunch of new images showcasing our SWAT characters and Suspect characters for multiplayer. With advice from real SWAT units, we’ve developed a new, much more optimized officer with all the gear you could expect modern SWAT to carry. Our PVP Suspects have also been developed with a close attention to kit and wear. Loosely based off of images of masked IRA forces, our counter-operator to the police is apart of a rogue paramilitary organization with sinister motives.

The beginning of the year saw our investment into scanning equipment, allowing for the high-quality capture of real-world subjects for use in Ready Or Not. These tools have widely been used by industry giants such as Naughty Dog (when working on Uncharted 4). This equipment was immediately put to use making our new SWAT player models.

This equipment eventually coincided with a trip overseas, where we proceeded to scan a total of 128 men, women, and children for use in the game. This means a wide variety of characters per-level. More than we ever anticipated. You won’t be seeing randomized heads on a small number of bodies, but a massive number of fully detailed and lovingly crafted individuals suited for each level’s environment.

We’d like to thank each and every one of the people who came down to get scanned by our team, it was a great experience for us (and we hope it was a great experience for you too).




Travel
The core VOID team came together for four weeks in New Zealand to work on the game and bond. We set goals, connected with some associates, and overall had a good trip. One of the big aspects of our trip was playtesting, where we hosted a LAN and had a series of people jump on for some co-op and team deathmatch madness. The results we got from the testers was great. It’s one in a long list of trials we need to put the game through to get it to the standard we are going to reach. While there were numerous gameplay and design tweaks needed to hit the correct pace, we discovered Ready Or Not runs very smoothly on a variety of different setups. That is, in multiplayer expect to get good use out of your 144hz monitor. Note that this may change, but so far so good. The levels are able to easily handle from 50-70 AI as well, which opens up a lot of possibilities for the title and anyone making levels in the future.

Another huge aspect of our trip was finalizing our game’s story. We can’t divulge any information yet, but we think you’ll like it.

That’s it from the VOID team for now. We’ve got a very busy time ahead of us, but we’ll keep everybody up to date as best we can. Be sure to follow us on Twitter, Facebook, and Instagram for the updates.

Signing off,
VOID Interactive



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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #5 on: March 08, 2019, 01:34:14 AM »
Ready or Not [Gameplay || Preorder Trailer]





Published on Mar 7, 2019
Watch the  New Ready Or Not Gameplay + Pre Order Trailer, which explores the features and themes that create VOID'S 'Ready or Not'

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #6 on: March 08, 2019, 01:41:20 AM »
Limited Beta Access: June 2020

Limited Alpha Access: August 2019

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #7 on: March 08, 2019, 11:42:33 AM »
Ready Or Not: To Save Lives [FBI HRT Supporter Edition Trailer





Published on Mar 7, 2019
An FBI HRT joint-strike operation in the city's Port Hokan leaves a lasting impression on the men involved. Can you stop what's coming?

Watch the new Ready Or Not FBI HRT Supporter Edition Trailer, which showcases a unique set of player-models and weapon-models in available when pre-ordering the Supporter Edition.

In the Supporter Edition, players will receive:

- (Limited to first 1000 buyers) Limited Edition Ready Or Not Mousepad
- Alpha Access (August 2019)
- Beta Access (June 2020)
- FBI HRT Character Model
- Ballistic Shield "Defender" Item Model
- HRT "Coyote" Skin
- HRT "Multicam" Skin
- Mossberg 590 "Entryman" Weapon Model
- G19 "PF9C" Weapon Model

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #8 on: April 23, 2019, 02:00:01 PM »

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #9 on: April 23, 2019, 02:06:22 PM »
VOID Interactive Tweet
23/04/19


"Ready Or Not will be looking to utilize the full capabilities of RTX, as we get closer to optimization & post processing, we'll have a better idea of how well it'll work coupled with performance."

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #10 on: October 22, 2019, 01:20:28 PM »
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


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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #11 on: March 30, 2020, 02:46:13 AM »
Ready Or Not『Developer Log 09/09/19』





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