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Ready or Not Update - Build 21874


[h2]AI[/h2]
  • 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


[h2]UI[/h2]
  • 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

https://store.steampowered.com/app/1144200/Ready_or_Not/

Vol. 36 Ready Or Not Development Update


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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.
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[h2]Manipulated Chaos [/h2]
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?
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[h2]Suspect Gameplay[/h2]
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.
[hr][/hr]
[h2]Conclusion[/h2]
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.

https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
VOID Interactive
[hr][/hr]

Ready or Not Update - Build 21753

[h2]SFX[/h2]
[h3]General[/h3]
  • Assign phys mats to certain surfaces
  • Minor timing tweaks in ADS events
  • Minor volume balancing for generic sounds
  • Remove conditional redundancy in weapon firing loop
  • Re-render wood creak assets to remove pop
  • Reduce sound size for general HRTF preset
  • Fix double spatialization on many footstep foley events

[h3]Gas[/h3]
  • Door transition overhaul
  • Various tweaks across env to better suit door transition system

[h3]Meth[/h3]
  • Door transition overhaul
  • Various tweaks across environment audio to better suit door transition system
  • Fix certain footstep foley volume not having anything assigned to it

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[h2]Voice Acting:[/h2]
[h3]General[/h3]
  • Added Generic Civ Male 3 / 4
  • Added Generic Sus Male 2 / 3 / 4

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[h2]AI[/h2]
  • Tweaked the AIs ability to 'sense' targets through walls

[h3]Penthouse[/h3]
  • Tweaked Penthouse AI with lower overall reaction time.

[hr][/hr]
[h2]General[/h2]
  • Updated build to generate pak files based on level to make updating more granular in terms of files downloaded

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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

https://store.steampowered.com/app/1144200/Ready_or_Not/

Ready or Not Photography Contest

Attention Officers!


Today we’ll be revealing the winners of the first Ready or Not Photography contest! All three of these winners were chosen via a combination of Staff and Community vote, and for their adherence to the theme, the keys and steam gift cards that these three users will be receiving are well deserved.

[h2]1st. Place - royourboy[/h2]






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[h2]2nd. Place - Black0raz0r[/h2]


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[h2]3rd. Place - Lucifer.[/h2]


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[h2]Honorable Mention - Kuro[/h2]

Both the composition and the shout out to one of the more fascinating parts of Ready or Nots backstory has earned Kuro, whose image received a frankly criminally low amount of votes, the honorable mention spot!


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We’re glad that this complicated event event gathered so many applicants, a whopping 19 entries, stepped up to show off their photographic skills to the rest of the server. We hope to continue to encourage the community to be even more creative in the future

If you'd like to join future contests and see the rest of the entrants photos

https://discord.com/invite/readyornot

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 our Steam store page.

Make sure you follow Ready or Not on Steam.
https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground and camera in your hand.
Void Interactive.

Vol. 35 Ready or Not Development Update

Attention Officers,


Welcome to the 35th edition of our biweekly newsletter! This time around, we'll be showing off the first-ever in-depth look at 'Ridgeline', a cabin in the woods that will be a challenge to tackle and is filled with immense detail.

[h2]A Broken Day[/h2]
Ridgeline pits the Los Suenos Police Department SWAT team against a pair of well-armed suspects in a deadly game of cat and mouse. Be wary; you may outnumber them, but you won't have the element of surprise for long. Approach the cabin surrounded by stoic sentinels and a wall of razor wire.

Above: A safe haven from watchful eyes and listening ears. They won't take kindly to intruders.

Above: Rust covering metal, paper covering the windows. Just wait for the welcome party.
[hr][/hr]
[h2]The Wretched Nest[/h2]
The moldering walls of the fortified cabin hide a myriad of dangers and sights, caution will be paramount as you carefully make your way through the building in search of the suspects. Your first breach will be just as dangerous as your last, be sure you keep your wits about you.

Above: Every corner can hide a gun, every doorway a trap.


Above: What else has been going on here?
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This concludes our 35th biweekly briefing, showcasing Ridgeline and discussing some of the challenges the player will face there for the first time. Make sure to tune in next time for more development news.

However, we have one more treat in store for all of our community members: we will be collecting questions for an AMA on our Discord! So if there are any burning questions Navaro or Mark, one of our excellent sound designers and our level artist lead respectively, now would be the time to ask!

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 our Steam store page.

Make sure you follow Ready or Not on Steam.
https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
VOID Interactive