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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #90 on: December 21, 2024, 12:57:24 AM »
Vol. 81 - Ready or Not Development Briefing
Fri, 20 December 2024



VOID Dev-Debrief

Attention Officers,

Welcome to our 81st Ready or Not Development briefing, December 20th, 2024!

To start off, we?ll see you all again with more development briefings in 2025! With our studio going on holiday over the next weeks, we wanted to do a special development ?debrief? in the form of messages to you? our community? from across the team here at VOID Interactive.

We?re immensely grateful for the support you have shown Ready or Not since our 1.0 launch in December 2023, and for your reception to the Home Invasion and Dark Waters releases that have happened since then. It?s remarkable to leave things off on a high note and to work towards an even better future for Ready or Not and our community next year!

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we?re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.


Messages from the VOID Team

Our team strove to learn as much as we could from our 1.0 and Home Invasion releases and to put those into practice in delivering the Dark Waters Release. Communication, coordination, and iteration across the board pulled together to a new degree, spanning quality assurance, narrative, engineering, animation, game design, playtesters, level design, audio, art, production, operations, our partnerships, marketing, and more.

We?ve also been paying attention to countless community posts and reviews, tracking feedback/bugs in the process and ensuring that your voices from all angles are able to be heard in the development cycle.

Without further ado, here?s some of our teams? messages to all of you in our community heading into the new year:

Read on...
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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #91 on: February 25, 2025, 12:02:02 AM »
Steam Weeklong Deal - 40% across the game/DLCs!
24 February 2025



Attention Officers,

Ready or Not is now 40% off across the base game and DLC for the Steam Midweek Sale! Grab it while you can!


-40%  ?44.99  ?26.99
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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #92 on: March 29, 2025, 12:08:05 PM »
Vol. 84 - Ready or Not Development Briefing
Fri, 28 March 2025



Optimization, Difficulty Testing, Narrative Content, & Convention Merch


Attention Officers,

Welcome to the 84th edition of our Ready or Not Development briefing, March 28th, 2025!

Today's briefing will cover some of the progress that we?re making in optimization, some details into our AI difficulty system dev process, narrative content pieces, and convention merch.

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we?re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.


Optimization

A whopping 1,200+ assets are being updated in pursuit of our persistent optimization efforts. So far internally we have seen some noticeable gains that prevent CPU bottlenecking, which should allow for higher GPU usage and therefore overall performance.

Stuttering across levels has been reduced by an effort to ?instance? assets, meaning that multiple otherwise duplicated assets are being grouped together to be treated as just one asset (e.g. for walls). Many excessively performance-intensive materials are also now optimized, decreasing unnecessary shader complexity in scenes.

Collisions were updated across over a hundred assets to be more performant, including fixing some complex collisions across the game.

We began adding Simplygon to our development pipeline, affecting our characters models and some other assets. By doing so we are decreasing the presence of ?quad overdraw? in the game, which is when multiple pixels are computed for rendering even when some of them may be hidden under another, and therefore unnecessarily harming performance.

We fixed an issue with long hair physics in-game that could cause a large frame drop.

SWAT AI underwent a performance pass to help its systems run more smoothly, and we did a shadow pass across base-game levels in order to reduce any shadow-related performance hinderances.

Our animation team sorted out some notable bottlenecks in the character movement systems, and are working on tying in some additional animation fidelity improvements that are being polished behind the scenes.


AI Difficulty System Process

Our game design, engineering, and QA have been hard at work hammering out the new difficulty system across all missions in the game. We are now entering a phase of intensive difficulty playtesting that will focus on three missions: Ides of March, Elephant, and Dorms.

The reason these three levels are selected for intensive playtesting is that they each represent key suspect AI archetypes and scenario types that exist across Ready or Not. By dedicating intensive playtesting efforts on these three missions, we are able to get a solid representative idea of how the global difficulty mode modifiers broadly affect the game as a whole.

Ides of March was selected due to being a barricaded suspects scenario that has a high proportion of skilled professional suspects with usage of traps. Elephant is meanwhile highly dynamic with amateur suspects in an active shooter scenario, including bomb defusal. Finally, Dorms has inexperienced suspects that utilize melee, accompanied with a high proportion of civilians? yet is a more manageable level size compared to a mission like Twisted Nerve.

With a solid understanding of how these global difficulty modifiers function in gameplay for these controlled environments, we can better analyze how they function in other levels and set up the mission-specific difficulty modifiers to be carefully tuned for each mission.

Automated AI Behavior Tests

A new automated test program created by a member of our programming team is accelerating the testing process for AI difficulty system behaviors across all levels. This automated testing procedure artificially speeds up in-game and executes actions that allow over 50 types of AI value modifiers (i.e. hearing range, accuracy, vision) to be tested in a matter of a second, with every level in the game able to be loaded into and tested in a total of just 15 minutes.

Our QA team would otherwise have to manually go around these levels, finding suspects in the level and testing each stimulus value manually, such as by shooting at the suspects or throwing grenades. With this automated process we are able to much more rapidly iterate on and fix AI behavior without requiring additional QA testing time for these tedious aspects of stimulus value testing.

(Video Below: The automated testing program in action, if you blink you?ll miss it. To the right of the viewport are a handful of the checked stimulus values outputting once the test concludes)




Narrative Content Pieces

Our marketing and narrative team are creating a few promotional content pieces that will be rolling out in the near future, which will help expand on Ready or Not lore and world building. These sorts of pieces may also include details drawn from behind the scenes narrative building that are not explicitly visible in-game.

If you?re not subscribed to the VOID Interactive YouTube channel already, now?s the time!


Convention Merch

For those of you that will be attending gaming conventions over the next six months or so you could have a chance to snag some exclusive Ready or Not convention merch!

We will not necessarily have a booth nor merch at all these occasions, but if you run into some of us while supplies last there?s a chance you could be given a bag of goods!

Other than that, we?re fleshing out a bunch of new designs and merch items to be offered later on.


Conclusion

As you can see, one of our big focuses for the next content update is quality of life improvements, particularly around optimization. Our updated AI behavior testing process is now fixing a variety of strange quirks that have persisted across suspects and civilians, while helping us create the difficulty system. Lastly, with creative content and conventions on the way there's plenty more to pay attention to on the horizon!

This concludes our 84th development briefing, thank you for joining us. Be sure to fall in next time for more development news!


.

Stack up and clear out.
VOID Interactive

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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #93 on: June 01, 2025, 01:47:09 PM »
Ready or Not Development Briefing Vol. 86
Sat, 31 May 2025



Mission Reveals, Gun Gameplay, and AI Behavior Refresh


Attention Officers,

Welcome the the 86th volume of our Ready or Not Development Briefing, May 30th, 2025.

Today we're going into more depth on the changes and content coming in the free Los Sue?os Stories update; new weapon gameplay videos, teasers of the two new missions, and details about how NPC behaviors will change with the new difficulty system. It's been a week longer than the normal 4 week dev brief schedule, but we're back.

Our new lore series "Down The Rabbit Hole" recently launched too, see the first episode on our VOID Interactive YouTube channel!

Speaking of launches, the Ready or Not console release date announcement draws ever nearer. More to come on our socials.

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we?re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.


Down the Rabbit Hole: Episode One

The first episode of "Down the Rabbit Hole," a Ready or Not lore series on the VOID Interactive YouTube channel is now released! Hosted by our community's venerable RoN lore detectives/content creators, "Isaac Morgan" and "Shayne, Please Shut Up." Settle in and listen to their deep lore dive on the RoN mission "Thank You, Come Again." Make sure you like and comment on the episode if you want to see more episodes covering other missions!




Initial Mission Reveals

Hunger Strike

Hunger Strike is best known as 'Fast Food' from its previous existence in our early access phase. A fan favorite even in its untextured blockout days, it?s now included in a polished state as part of the base game, benefiting from years of additional level design experience.

Pull up with your squad and bring order to chaos in this quick active shooter scenario.

(Image below: This restaurant will definitely pose a health and safety risk to your team)



Read on...



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Offline Asid

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Re: Ready Or Not (Elite SWAT Team)
« Reply #94 on: July 04, 2025, 12:04:58 AM »
VOID Interactive Clarification on Content Changes
Wed, 2 July 2025



We recently shared that Ready or Not?s PC version underwent minor content changes to support stability and align with policies enforced by global platforms and age rating bodies. These adjustments were made to ensure a smooth global launch across platforms ? while fully preserving the game?s tone, themes, and intensity.

Unfortunately, we?ve seen misconceptions and misinformation circulating around the scope of these changes. We want to ensure our entire community has full visibility into what has ? and has not ? changed.

We?re including before-and-after visuals to show that the game?s tone, atmosphere, and graphical impact remain intact. The effects of gore and violence ? key to the game?s immersive realism ? have not been toned down. 

Missions such as Elephant, Neon Tomb, and the infamous Valley of the Dolls remain unchanged.

VOID Interactive has always believed in creative freedom and the right to build experiences that push boundaries in the service of immersion and realism. That will not change.

At the same time, we operate in a global ecosystem of platform standards, age rating boards, and local legal restrictions. While we may disagree with how some content is treated, we?ve only made changes where absolutely required, and only to the letter of the regulations ? no further.

As a hyper-realistic tactical FPS, Ready or Not faces different scrutiny than more stylized or fictional games. That?s a reality of the world we publish in ? not a change in our creative vision or values.
 
Only 6 targeted visual changes to the PC version were made: 

  - Twisted Nerve: The girl is now depicted as sleeping instead of convulsing. 

  - A Lethal Obsession: Nudity involving the ghillie suit suspect has been adjusted

  - Hide and Seek: Female hostages now wear underwear

  - Narcos: Police informant hostage now wears underwear

  - 23 Megabytes a Second: ?Photo of Minors? objective model was revised, also to better connect narratively with the later ?Sinuous Trail? mission.

  - Post-mortem dismemberment has been disabled (note: dismemberment for living characters remains unchanged, and can be seen in the latest Vol. 87 dev briefing: https://store.steampowered.com/news/app/1144200/view/526472884483260567

Note: There are black boxes in the "before" images due to the Steam Community Hub content guidelines.

Image below: Twisted Nerve: The girl is now depicted as sleeping instead of convulsing.


Image below: A Lethal Obsession: Nudity involving the ghillie suit suspect has been adjusted


Image below: Hide and Seek: Female hostages now wear underwear


Image below: Narcos: Police informant hostage now wears underwear


Image below: 23 Megabytes a Second: ?Photo of Minors? objective model was revised, also to better connect narratively with the later ?Sinuous Trail? mission.


Thank you for standing with us,
The VOID Interactive Team

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