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NPC AI Survey, Optimization; & DLC 1 Level Deep-dive

Attention Officers,


Welcome to the 82nd edition of our Ready or Not Development Briefing, January 31st, 2025.

Welcome to the first dev briefing of the new year! Today we’re highlighting the new NPC AI sentiment survey, discussing a newer approach we're taking to optimization, and offering a deep-dive breakdown to how we create RoN levels-- utilizing examples from the Home Invasion DLC.

We are re-gathering and doubling down our efforts to continue development on Ready or Not after returning back from our winter break about a month ago. Right now, we’re nearing the end of a flurry of careful planning and prototyping.

The breakdown of our level design process in this dev briefing will help contextualize just some of the work that goes into each content release of Ready or Not. Meanwhile, this comes in theme with our community mapping contest closing shortly (check our official Discord for more details)!

Speaking of which, much of our community will be happy to hear that some of the next upcoming yet-to-be-announced levels we're working on will be on the smaller-scale end. This will help balance out the grand scale of some of our more recent levels (i.e. large levels like Leviathan, 3 Letter Triad).

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.

[h2]NPC AI Sentiment Survey [/h2]

As you may have already noticed, we just put out an NPC AI sentiment survey yesterday! Please fill it out here:
https://forms.gle/DsVQT2x76qEpvWvj8

We are grateful to see that we received an astonishing number of responses already, and we'd love for yours to be one of them-- every bit of feedback counts and helps us interpret your experiences!

If you are not sure what to put for a given question, chances are it is not a required question and you can skip it! If for some reason you fill out a question that was required but you did not have an answer to, please feel free to explain in the written response sections.

One of the ongoing goals we have for the game is the continued refinement of SWAT AI, Suspect AI, and Civilian AI. This survey will help us gather more concrete data on the current state of AI following Dark Waters' release, which included bug fixes and improvements across several areas of AI that we want to analyze the impact of and double-check for unintended issues.

One of the big focuses on this survey is breaking down the specific functions of AI that affect how the player perceives their level of difficulty, and how the AI behaviors can lead to frustration or satisfaction. Although gathering feedback from across our social platforms and feedback channels (like the one in our official Discord) are helpful, this allows us to target specific areas of the AI and gather that info in one place.

[h2]Optimization Efforts [/h2]

We are now intertwining the system called "Unreal Insights" deeply into our ongoing performance optimization efforts to make the game run as smoothly as possible. This system shows the performance metrics of specific game events and processes, allowing us to pinpoint specific problem areas with greater efficiency.

Already we have seen noticeable early performance improvements by integrating this into our workflow, and as our technical artists and engineers continue to implement its use we expect the benefits to become even greater.

[Image below: General example of the Unreal Insights task graph analysis view-port, from the UE5 Developer Page]

[h2]Ready or Not Level Creation Deep-dive [/h2]

The wonderful members of our level design team (namely Tisa for this one!) chronicled their efforts creating levels for Ready or Not and DLC 1 in specific.

The result is this piece that shares our philosophies and processes on how we go about creating levels for Ready or Not in general, using new BTS photos of Narcos development throughout the stage explanation and at the end using a full example of Lawmaker from DLC 1 in particular:

Creating a level in Ready or Not follows a multi-stage pass process from idea inception to final polish.

[Image below: The levels covered (Narcos and Lawmaker) are influenced by the feedback y'all gave in our Home Invasion map poll]

Stage 1 (Planning)

It all starts with production or deciding what level to make. At VOID every member gets a chance to pitch in an idea for what they find would be an exciting level to make, keeping in mind inspiration from community feedback.

Everybody involved writes their ideas in the form of a game design document (GDD) that gets added to the stack and from there, based on the target theme for the DLC and the fun + innovative factor, gets picked to be the level we’re gonna work on.

Our narrative designers and concept artists start to sketch out various ideas for the level and the lead level designer will create a Design brief that each level designer will receive to start the prototype pass.

[Image below: A sketch of the layout of Narcos, along with doorways and other key elements]

Stage 2 ( Prototype)

Level design gets into the first so-called ‘prototype pass.’ We quickly make several versions of the level to explore what’s fun about it and how we want to approach creating the alpha version. Since Ready or not is a realistic game with heavy themes, we like to ground our levels on real life as well.

That means we do extensive research, gather real life references, if we get the chance, go to real life locations, make sure the architecture fits the target level for this area etc. At this stage, it is not unheard off to scrap the level if we find it to be lacking in any way. Prototype passes are there for this particular reason, like sketches for artists, level designers do quick block-outs they can toss if it doesn’t meet the quality bar we hope to achieve for our levels.

[Image below: Layout of Narcos based on research of similar neighborhood development design, made to look like a GPS view]

Once each level designer has created what they wanted, they pass it on to be reviewed by our lead level designer. The lead level designer will then do a review on each prototype and together with the level designer for that level, decide which of these do they want to use for the Alpha pass.

Note that very often each prototype has something of value, so the Alpha may become the joined version of all these prototypes. The best parts of all if you will.

Stage 3 (Alpha)

After the best prototype has been chosen, we start to go more in detail with the blockouts, adding navigation, doors, AI, cover and making the level playable. Once we have the level in a pretty good shape we invite our combat designer who gets in and starts tweaking the AI to get the desired combat behavior. After they’re done our internal QA also starts doing runs on the level to flush out any important issues at this stage.

[Image below: Blockout version of Narcos]

When we have a strong Alpha candidate, each level designer writes a level handover document consisting of all the important information, screenshots, references and reasoning for each part of the level. That level and the handover document then gets passed on to the Environment artist assigned for that level. This is also the time the rest of the team starts working on the level to get all the features out, like audio team recording all the voicelines needed, character art team creating the suspects and civilians etc.

Throughout this time the level designer is in close contact to all teams working on the level in case anybody has any questions, and to make sure the design intent doesn’t get lost in the process of going through other departments.

Stage 4 (Beta)

After the Environment pass has been completed and the level gets its shine, level designers return to the level to do multiple passes.
  • Collision pass – The level designer will create blocking volumes around the entire level preventing players/AI from going in non playable places, optimizing movement.
  • Visibility pass – The level designer will add in visibility blocker to any cracks in geometry to prevent AI from shooting players in unfair ways.
  • Navigation pass ― Level designers will at this point polish up navigation and make sure there is no navigation in a non playable space. Our system relies heavily on navigation, spawns stack up, cover, clear, rooms and other points on the navigation itself so for optimization and to avoid any AI bugs this step is quite important.
  • Door pass – The level designer will make sure all doors and it’s features are working correctly for the player and the swat AI.
  • Cover pass – The level designer will make sure all cover points are generated and are in the right positions for AI to use them.
  • Interactable pass – The level designer will make sure all custom logic still works and is implemented correctly.
[Image below: Blockout of iinteractable related to the Informant on Narcos] [Image below: Red blockout triangles in Narcos indicate the sightlines from one doorway to another. The goal is to allow the player to easily see each new doorway without exposing them to too much danger of being shot in the process]


Stage 5 (Content Complete)

In this stage level designer will communicate with all other teams to make sure all the features for this level have successfully been implemented and are working as intended. Throughout this process the level is heavily tested by QA, making sure it’s ready for public release.

[h3]DLC 1 Lawmaker Design Dev Commentary[/h3]

Lawmaker Layout

For Lawmaker we wanted to create a mansion, big rooms and wide corridors.
Most mansions have really unique layouts and weird corners you won’t find in ordinary houses, and that is something we found extremely fun and unique in a sense that we don’t have many yet in Ready or Not.

Even though mansions do have multiple weird angles and unique layouts, they are very structurally accurate and if you look at it from the top down there is almost always a good architectural plan for the building.

The Lawmaker simplified plan was 2 rectangles intersecting with the third rectangle at 45 degree angle. This gave the building those nice connecting 45 degree corners and unique look we wanted for the rooms and corridors, making it look and feel quite satisfying when clearing out rooms.

[Image below: Lawmaker basic layout concept draft]

To make the mansion feel more manageable to clear we made the rooms a lot bigger than our usual RoN rooms and capitalized on all the affordances from that.

  • By making everything a bit wider we gave players and AI more maneuvering possibilities, preventing any bumping into players and getting stuck on small passages.
  • Even though the mansion does look huge, by making the rooms bigger the number of rooms is pretty much the same as in all our maps, removing the frustration of having too many doors to breach and staying in line with our Ready or Not formula.
  • And lastly, bigger rooms and hallways was something we wanted to target for this level as that is something that is unique and true to real life and we know our players enjoy realism and a good challenge.
[Image below: Lawmaker room sectioning] Lawmaker Gameplay:

We also have to consider what kind of gameplay we want to have in these spaces before we even start creating anything. For Lawmaker we knew we had a home invasion\hostage situation and we wanted to develop systems for our AI to act in correspondence to that.

The invaders are a group of eco-terrorists, not necessarily the hardest group to fight. Other than the two boss characters the group doesn’t have much weapon training, and are quite surprised they actually managed to pull this off and enter this house. So behavior like hesitation, cowardice and running away is expected.

So how did we plan to make this group feel like a threat and make them harder to capture?
Aside from increased hostage taking where you really have to watch not to shoot the civilian, we implemented our zones system across multiple floors.

What that means is the suspects will fire at players if they spot them, and if given a chance they will either try to flank the players or retreat to another zone in hopes of surprising the player again.
In the case of Lawmaker, if they manage to get away from the player they will move up a floor, so if the players fail to catch them individually on the bottom floors, they will have groups of suspects to deal with on the top floor. Which also brings us to the next thing we wanted to add.

In real life suspects will likely move all civilians to the same room where they hold them hostage.
We wanted to add that to the mix as well, making it really important to know where SWAT officers land their shots if the room is full of suspects and civilians.

Knowing all this, we come back to the layout.
[Image below: Zone layout for Lawmaker]

We knew we wanted flanking behavior from our AI, and we wanted to restrain most of the fighting to the house itself and very little to the outside areas. So beside bigger looping paths, we implemented lots of mini loops in the house which the AI can use to do just that. This gives a lot of value to players who wedge the door behind them or watch their back.

Since Lawmaker is a 3 story mansion we also had to consider flanking and AI zone retreating between multiple floors. For that reason we made sure each wing and the center has a staircase connecting the floors.

All these decisions also increase replayability as each playthrough players can choose a different path to take based on the active situation. To increase replayability even more we gave players 3 unique player starts they can use to approach the house. Each with its own challenges.
  • Main entrance is the safest to approach the building but places players in the center of the map, needing to decide which side to clear first.
  • Side entrance gives players the option to enter through the center or the back of the west wing, but players are exposed to windows on the west wing while approaching.
  • Back entrance is giving the players most possibilities of entering, center, west or east wing, but it is the most open as players are exposed to windows from all of these.
Narrative \ Interactables

Following the narrative for Lawmaker we wanted to create objectives and interactables to tell the story and help players connect it.

Once the eco-terrorists entered the mansion owned by Sven Anderson Lincoln, owner of the oil company they were protesting about, they started destroying the property, throwing oil and paint on priceless paintings, shooting sculptures, beating and rounding up staff that were in the house, taking them hostage etc. Sven’s wife and children were in the upper floors and managed to get to a hidden panic room, while Sven was caught somewhere in the house.

So we knew we wanted “Locate the family in the panic room” to be one of our objectives. We created the logic for that event making sure we tackle a few issues:
  • The children must not be harmed in any way in gameplay
  • Multiple locations for the panic rooms must be set so that each playthrough it’s different
  • We were a bit limited to what SWAT voicelines were available to say, so had to take that into considerations
  • Active panic room needs to catch the players attention when they find it

First we placed the wife and two children inside the panic room, and they would never come out as it is likely SWAT would prefer them to be safe until the team has cleared the entire property.
We then created a LIVE camera feed in the security room that also shows other cameras around the property. Some have been spray painted over and destroyed, making the one from the active panic room the only LIVE feed.

To ensure players do get the right picture we added an interact button they can press which switches all the security monitors to the panic room feed and its location in the house. To draw players' attention to the security desk and that interactive button we placed flashing red lights on the active monitors. That made sure we tackled the first issue.

For the second issue we placed two locations for the panic rooms that get randomly selected when the players start the match. That also gets connected to our security room interactable so players can always see which panic room is active even before they reach it.

We solved the third issue by simply having the mother do all the talking once players interact with the panic room. Lastly, we placed red blinking lights outside of the panic room to indicate to players that this panic room is active. We also made sure these lights can be seen from hallways so that players don’t miss them, removing frustration in searching for them.

Another objective we wanted is to locate Sven, the owner of the house that is somewhere inside the house. For that one, similar to our panic room logic, we made sure Sven is in 5 different locations at the start of the map. It’s also worth noting that as an AI he can also flee on his own, making the search for him unique every time we play.


Conclusion


Please make sure you fill out what you can in the NPC AI sentiment survey, it is very helpful in contextualizing future considerations to our AI systems! Last but not least, here's a final closing remark on our level creation process:

With every map we create we want to make sure we bring something new and interesting to the table, new kind of layouts, new kind of mood, new kind of gameplay, new challenges etc. Creating these is really something every level designer at VOID enjoys and puts their heart into, and we LOVE watching how our players tackle each new challenge we present them.

It is worth noting even though our maps are playtested by our QA team we take feedback from watching our players tackle each area in the level and if we feel certain parts need adjusting we are not strangers to addressing these issues in the updates. Our final goal is to create a unique and enjoyable experience for our players.


This concludes our 82nd development briefing, thank you for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.


[h3]Stack up and clear out.
VOID Interactive [/h3]




Ready or Not NPC AI Sentiment Survey

Attention Officers,


Please fill out our NPC AI Sentiment Survey below! For this survey we are seeking your detailed feedback dedicated to many areas of Ready or Not's SWAT, Suspect, and Civilian AI: https://forms.gle/DsVQT2x76qEpvWvj8


Besides the normal sifting through feedback throughout our feedback channels and socials, we want to have some focused questions and answers regarding AI behavior topics for the game's current state, so thank you for insights you can offer through this survey!

[h3]Stack up and clear out,
VOID Interactive[/h3]

Community Content Exhibit Vol. 15

Since this is part two of our previous newsletter, we'll just hop right into it!

Following a message from our COO Stirling on the development of Ready or Not and the different modes that used to be present on the maps, we'll talk some more data from the survey, and field some of the more popular questions from our Newsletter comments.
[hr][/hr]
[h2]A word on Modes and Maps[/h2]

Ready or Not released into early access with a lot of experimental content — some of you may remember grey maps with no art at all, some that were partially completed, and some that after significant time with users, were cut completely (I’m looking at you Fast Food).

The road to releasing Ready or Not into early access was not an easy one, but once we finally had something fun we wanted to make sure there was enough content to keep players coming back while we worked on new things. That’s how this came about, as it was a pretty easy way of giving you guys more stuff to play without the request for entirely new maps. However, like many things back then it was added without a consideration for how it would affect development of future content. While some maps did have a number of modes available, many of the new ones had only one extra (Valley of the Dolls for example only had Raid if I recall), which usually only changed the rules of engagement. It didn’t do much else.

As our team grew and the desire to make brand new content increased from both internally and externally, it became very apparent that developing these modes alongside the maps would not be tenable with a small development team, alongside all of the testing required for these maps to work. Some even used different parts of the level, essentially meaning that not only did we need design to stay focused on each mode, but art would have to get involved to ensure each mode was fully ready for presentation.

So, you can imagine on release having 19ish missions, each having 5 modes, and some of those inconsistently having different “levels” within them, and also having to make completely different briefings for each mode variety, we had shot ourselves in the foot with this experimental, early access feature.

It pains me to see stuff like this disappear and I understand the community sentiment about its removal, but I also feel as if there’s a bit of rose-tinting going on. Many of the missions were just not there, they didn’t add too much variety and our analytics showed that most people barely touched some modes (eg. Bomb threat on Dealer). Could we have hunkered down, hired 20 designers and split them up into each map? No, not really. Money == An efficient workforce, it actually means you need to manage that many people and scale up all other aspects of development to match.

Scaling up the team was done, but in a way that allowed to progress forwards with new content and a more sensible pairing of narrative and gameplay (eg. Kids robbing a gas station aren’t placing C4 all over the building). We’re still finding our way but many of the steps taken last year have paved the way for the ability to actually create more content that aligns with this, without worrying about missing deadlines or running out of time.

With that out of the way, I hope with some extra clarity, I do want to note that I’ve made it my business to go through many posts identical to this and many more quite similar, to ensure that we release a feature that allows for players to curate experiences. I’m not sure when something like that will appear, but I do want it to be in a reasonable amount of time.

This should also signal that there isn’t a plan to stop working on RoN and giving it more love, more content, and additional features.
[hr][/hr]

Next up, some stats from our Sentiment Survey.

  • Average Playtime: 183 hrs
  • Top 3 favorite maps [minus Gas]:
    1. 23 Megabytes A Second - Streamer
    2. A Lethal Obsession - Ridgeline
    3. Sins of the Father - Penthouse
  • Most commonly requested weapons: More DMR-type rifles [which I think we fulfilled in Dark Waters], AK-type rifles, Bolt Action rifles.
    Note: There was also a large spread of maker-specific AR parts, but as they're functionally identical, I didn't include them in the list.


The DLC wish list question was also so varied that it wouldn't be possible to make a 'Top X' list within reasonable amount of space, but there was quite a few bits that even we didn't think of adding in there. Though there was also quite a bit that we already have coming down the pipeline as of now, so please be sure to keep a close eye on what we have coming.
[hr][/hr]
[h2]Common Questions[/h2]

Q. Why don't you talk more about [AI, performance, optimization, etc.]

A. In the past it frustrated me as a wee gamer to only see a company beat the same drum over and over again, so I try not to address the same thing too often since there are only so many ways you can say 'We're aware and working on it' before it starts to get old and/or hollow.

Q. Where's Steam Workshop/Why Mod.io

A. We went with mod.io because it offered some features that the workshop didn't specifically with Unreal Engine. Workshop still may appear in the future as we continue to develop Ready or Not, as Stirling said in his message above.

Q. PvP When?

A. We're not ready to speak on this topic yet, as PvE coop continues to remain our core focus for this project but we certainly have not forgotten about it.

Q. Why don't you Fix [X] instead of releasing DLC?

A. Our team consists of, now, a significant amount of people of a lot of different disciplines. Our mappers, artists, and modelers are hard at work producing new content for the upcoming free content drop and DLCs while our programmers, designers, and even some of our affiliate studios are tearing out a non-zero amount of hair tweaking and fixing Ready or Not.


In our next newsletter, you can look forward to even more information about the previous year and some previews of some things we got coming next year!

Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Follow Ready or Not on Steam here.
Our other links: Spotify, Discord, X, YouTube, Instagram, Facebook.

Keep your feet on the ground.
VOID Interactive

Ready or Not Steam Midweek Sale, 40% off!

[h3]Ready or Not is now mid-sale for this Steam Midweek Deal, 40% off![/h3]

This sale ends Jan 20th, 10am PST!

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

Community Content Exhibit Vol. 14

Attention Officers new and old!

Merry Christmas and Happy New Year to all of you.

As the first community letter of the year we'll be covering quite a bit, so we'll be chopping it into two pieces. One where we deliver some more hopeful and thankful messages from our team, talk about the killer mods of last year, and talk a little bit about the data we'd gleamed from the Survey.

To start, some messages from our Level team:

[h2]From the Team[/h2]
[hr][/hr]
To everybody who managed to try out our new DLC, thank you so much for your continued support!
Watching you guys play the levels we've spent so long on gives us incredible pleasure.
As level designers we spend much time on every corner of the level, creating sections that you might find fun, challenging, and sometimes hard. And it's simply a blast to watch you guys navigate through these challenges in your own specific ways.

Big props also go to all the RoN custom mappers out there and your patience and persistence in updating your levels when needed! Every RoN fan out there applauds you!
And finally Merry Christmas to all of you!!!
I can't wait till you see what we have planned for you next year!
- Tisa - Environmental Artist
[hr][/hr]
Hey Officers!
As the new year begins, I wanted to take a moment to say we all hope you’ve been enjoying our latest DLC! We level designers spent a lot of time and effort into making this one so seeing your reactions through feedback or shared videos—be it playthroughs, tactics, or hilarious moments—makes all the effort incredibly rewarding!

Every suggestion, critique, and shout-out helps make Ready or Not even better. Thank you for the continued support, for being part of this amazing community, and for making this journey so rewarding. Here’s to another exciting year filled with updates, mods, and surprises yet to come
Stay safe, and Merry Christmas!
- Katarina - Junior Level Designer
[hr][/hr]

[h2]Survey Data Preview[/h2]

In total we had a whopping Sixteen Thousand replies to our survey with the significant portion of the replies coming from Steam itself. Obviously there is some data we cannot share for marketing and privacy reasons but there are some bits we can, such as the game mode spread.



We had mentioned around the release of Home Invasion that we were surprised how passionate our player base was about Commander Mode, but a 1:2 ratio of Commander players was certainly a surprise. We kept that in mind with Dark Waters and ensured that the new maps were playable on release.

We did also collect hardware data instead of relying on the Steam Hardware Survey alone, but it seems that was unnecessary as they seem to align quite well with one another. For those curious, you can check it here!

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
[hr][/hr]

[h2]Killer Mods[/h2]

Surprising no-one, the king of mods in 2024 was the Venerable Gunfighter Gameplay Improvement Mod!



Jerrys taste in shooters as well as the plethora of options resonate with a significant amount of our player base to the tune of one hundred forty five thousand downloads as a sort of New Game+ experience. We'd actually did a mini-interview of Jerry, you can find it here!

https://steamcommunity.com/games/1144200/announcements/detail/6903544142289348012

In our next newsletter, you can look forward to even more information about the previous year and some previews of some things we got coming next year!

Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Follow Ready or Not on Steam here.
Our other links: Spotify, Discord, X, YouTube, Instagram, Facebook.

Keep your feet on the ground.
VOID Interactive