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Vol. 79 - Ready or Not Development Briefing

Attention Officers,


Welcome to the 79th edition of our Ready or Not Development Briefing, October 25th, 2024!

This week we’ll be covering the short-term delay of DLC #2 along with a visual preview of the new levels and some features that will be included with its release.

DLC #2 is now expected to release during the Winter time frame instead of Autumn.

The timeline shift for DLC #1 ultimately ended up affecting DLC #2’s timeline, an effect which was amplified by the number of features we are aiming to include in the DLC #2 release.

In this dev briefing we're showing 3 previously unannounced DLC #2 levels, and feature prototypes that are continuations (with a few bonuses!) from the Vol. 78 dev briefing: Suspect Squad Behavior, Suspect Loadouts, SWAT Visual Identification, improvements allowing multiple headgear/facewear gear to be worn at once, and updated NVG overlays.

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]Updated DLC #2 Release Time Frame [/h2]

Fortunately, many of the DLC 2 features are already well under their way in implementation. There is an additional demand on Quality Assurance and feature implementation into the new levels that is accounted for as well.

Speaking of which, our 3 new levels for DLC2 are progressing well but still need more time in the oven. ‘Blockout’ versions of the levels were playtested and iterated upon over the past months, with each level now entering its final stages of art pass inclusions.

Features and weapons meanwhile are mostly undergoing their animation stages, with core programming already largely complete and features exiting prototype stages.

Akin to DLC #1, all of the new weapons and many of the features in DLC #2 will be accessible to all players regardless of DLC ownership (because some features could be level-dependent). Playing the new DLC #2 missions in multiplayer is free as long as the host owns the DLC. An exclusive cosmetic outfit set will be included for DLC owners, like before-- and this one will have a very specific theme.

[h2]DLC #2 Levels Preview [/h2]

Without giving away too much yet, here’s a peak at the 3 new missions coming in DLC 2:

[h3]Mission 1[/h3]
(Image below: An oil rig looms in an overcast sky)
[h3]Mission 2[/h3]
(Image below: A once-manicured tropical paradise now lost— overgrown)
[h3]Mission 3[/h3]
(Image below: A buffet awaits within a luxurious lounge)

[h2]DLC #2 Features Sample Preview [/h2]

Here's an exciting sample of the features that are planned to be included with DLC #2! Some other features we will wait to disclose closer to release.

[h3]GPNVGs/NVGs Overlay Improvements [/h3]

The GPNVGs (a.k.a. ‘quad nods’ or quad tube nightvision goggles) and binocular NVGs in-game will now have an improved first-person overlay. The GPNVG change is complete with an increased real-world FOV and a dynamic imitation of how the images between each peripheral tube would be digitally stitched together, with slight distortion.

The dark vignetted tube outline now shifts according to your movements, resembling the NVGs hanging out in front of your character’s eyes. Simultaneously, your camera’s view is slightly adjusted forward and FOV tightened to represent the perspective out of the NVG tubes.

Can’t aim as well without canting your weapon anymore― a substantial touch to these visual changes is the added blurring to nearby obstacles and your weapon’s optics/ironsights while NVGs are enabled. NVG-compatible holosight optics like the Holosight EXPS3 will help you mitigate this though!

(Video Below: The new GPNVG and binocular NVG overlay)
[previewyoutube][/previewyoutube]

[h3]Headgear Changes [/h3]

We have altered the system for how headgear and facewear to improve the versatility of gameplay choices. For example, you will be able to equip NVGs and a gas mask at the same time, or even combine helmet + NVGs + flash goggles + ballistic mask.

(Video below: Headgear system changes)
[previewyoutube][/previewyoutube]

[h3]Suspect Loadouts [/h3]

The video below shows some of the new suspect loadout behaviors: Usage of flashlight attachments and switching to secondary weapon at will. Not shown, but in implementation, is switching to melee and addition of weapon optics.

(The weapon the suspect is using is a dev test weapon, so the magazine is missing and some animations may not be normal)

(Video below: Suspect loadout feature showing flashlight usage and switching to a holstered secondary weapon at will)
[previewyoutube][/previewyoutube]

[h3]SWAT Team Identification [/h3]

For those of you who enjoy ultra-realism or cinematic playstyles with HUD elements turned off, the addition of glowing nameplates on officers’ backs will be a welcome quality of life improvement.

(Image below: A line of officers with nameplates on the back of their plate carriers)

[h3]Suspect Squad Behavior [/h3]

Below is a preview of the suspect squad behaviors for DLC #2, "rallying" and "regrouping." Rallying is used as an offensive measure, while regrouping is used to retreat from danger.

(GIF Below: Suspect rally behavior preview, showing suspects rally toward an ally in need of backup) (GIF Below: Suspect regroup behavior preview, showing a suspect retreating to find another ally)

[h3]Hesitation Animation Variations [/h3]

(Video below: A compilation of some of the new, more subtle and slow hesitation animations that we are implementing into gameplay)
[previewyoutube][/previewyoutube]

Conclusion


With Winter as our new time frame goal for DLC #2, we are working across the team to deliver the best update to you that we can.

Thank you all for the incredible game feedback that you provided in our recent Community Sentiment Survey! We're poring over the data for internal use in the coming week.

Last but not least, Steam has moved a major sale for games, including RoN to next week with the Scream Fest. If you want to get the game or some new friends onboarded, that will be the time! There was some temporary mix up that caused the sale on other games and ours to launch this week. It was not intended to be a trick, but hopefully it served as a treat!

This concludes our 79th 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.

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

Player Sentiment Survey

Attention Officers!

In our continued effort to polish and grow Ready or Not into the cornerstone game that it's meant to be, we'd like to hear what you think!

Below is a link to a survey for all of you to gauge how we've been doing and how you want us to proceed, for your troubles we're offering up some Logitech gear that we've come into for those that fill out our survey.

https://forms.gle/HYHym978SKw3Paui6

Community Content Exhibit Vol. 11

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

This month's newsletter with have a little bit of everything with the revival of our Content Creator program, the showcase of an incredibly talented set of creators and actors, and lastly but most certainly not least, a few of our outstanding non-english communities.

To start, we have the newest iteration of our Content Creator program. Partnering with our friends at Lurkit we will be giving creators of all sizes opportunities to work with VOID, allowing creators them to acquire keys for giveaways or personal use, as well as giving them opportunities to earn money for hitting streaming and media milestones!

You can apply via our Lurkit page at the link below:
https://www.lurkit.com/company/ready-or-not-creator-program


A late addition, but far too good to pass up, a video created by the incredibly talented people behind the channel Томми Вайс ТВ has gone criminally under the radar. Borne from the most surreal map in Ready or Not, the iconography, unsettling movements, and cinematography bring the entire piece together.

The cherry on top being the hand-made cultist masks, pulling the entire performance together.



Video Link: https://www.youtube.com/watch?v=4enoQlc_Ng4


Next up are a couple of the many unofficial foreign language communities that can be accessed through links on our Discord. These Discords are not partnered directly or indirectly with us however we do, as the largest concentration of Ready or Not players, offer them a platform to grow their own communities and allow non-english speakers to have a more comfortable place to play.

The two communities we will be featuring today are the largest of our sub-communities [that we feature] and another that has taken Tactical gaming to a whole new level.

First up is our German community, who currently hold the record of our largest peripheral community at a whopping six thousand users. Showing that even sub-communities can grow to frankly monumental sizes!

Next is the Brazilian community who have endeavored to practice Ready or Not to a hitherto unknown degree, practicing with members of the well-known Brazilian police unit B.O.P.E. Utilizing their vast real-world experience to help community members tackle the swathe of hostile suspects that inhabit Los Sueños

Links to both can be found on our main Discord. https://discord.gg/readyornot



Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.

Outside of our drops, you can find more of this wonderful content here:

https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/


Keep your feet on the ground.
VOID Interactive

Vol. 78 - Ready or Not Development Briefing

Attention Officers,


Welcome to the 78th edition of our Ready or Not Development Briefing, September 27th, 2024!

This week we’ll be taking a look at a new motion capture session, which we used to gather some valuable gameplay and cinematic shots for the upcoming DLC and future RoN content. In the process, we’ll outline a sample of the new features under development, namely AI item caching, suspect loadouts, hesitation system variations, suspect squad systems, and a new ban manager.

In other news our dev team is going to be featured in an AMA through eXputer's online forums! If you have any burning questions for us, make sure to submit them at this link before questions close on Oct. 3rd: https://forums.exputer.com/threads/ready-or-not-devs-ama.957/

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]New Mocap Updated Features [/h2]

Although we won’t be showing the cinematics related mocap (spoilers?) we will touch on some of the useful work that was done for upcoming feature changes, particularly suspect item caching and additions to the AI hesitation system.

[h3]Item Caching[/h3]

Item caching refers to a new system in which suspect/civilian AI in levels will be able to arm themselves during upcoming missions. The project name of this mechanic hints at one of its main purposes, which is being able to create weapons caches that suspects are able to fall back to.

Our early prototypes of this system explore ways of having them resupply, acquire weapons, and even armor. This means an unarmed subject who walked out of your sight may return wielding armor and a rifle. Keep your scene contained.

(Videos below: Mocap data of suspects kitting up via the item cache system)
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h3]Hesitation System Variations[/h3]

In order to add some more nuance to AI encounters, our hesitation system is undergoing more variations on animations that suspects and civilians may use. For example, the existing animations in which a gun is hurriedly thrown to the ground will be reduced, slowing down the pace and increasing tension in gameplay. No sudden movements.

(Video below: Put the weapon down slowly)

[previewyoutube][/previewyoutube]

Last but not least, a bevy of worldbuilding actions and conversation animations were recorded this session for future implementation.

[h2]Suspect Squad Behavior Overview [/h2]

Currently, your SWAT team is the only true squad capable of proper coordination in the chaos of a mission. Although suspects will sometimes act in ways that complement each other, they are not truly coordinating in a complex manner.

The Suspect Squad Behavior system will be able to alter that dynamic, allowing certain suspects to be leaders and coordinate attacks against your team, share information with each other, rally, and regroup.

Shared information will allow suspects to convey last known positions of enemies when they encounter each other, forming a basis for the rest of the suspect squad behaviors.

High ranking suspects in a level may be determined as leaders according to their background and therefore become a high priority target that can issue orders against your team if not dealt with.

The ‘rally’ behavior, for example, will involve the ability for suspects to actively call for other nearby suspects to either back them up or attack a last known position of SWAT.

‘Regroup’ meanwhile can be used by suspects as a form of retreat to seek other allies if they are unwilling to fight, are in danger, or witness allies die. Once in the regroup state with other allies they can coordinate a plan with any shared information, perhaps deciding to stick together and patrol.

[h2]Suspect Loadouts[/h2]

The item caching system nicely compliments another feature we’re developing for expanded suspect loadouts. In this suspect loadout system, suspects should use weapon attachments such as flashlights and optics as well as switch between multiple weapons at will.

We revised each mission to give suspects a case-by-case unique chance of having specific secondaries, melee options, being unarmed, and whether their weapon starts as holstered or not. If they run out of ammo on their primary's magazine, be ready for their sidearm.

Suspects previously would only pull-out secondaries for performing specific actions like faking a surrender or using a human shield, but this system revision gives them proper access to a full loadout that they will switch between items in any context, and requires that they first physically have that item in their individual loadout.

[h2]Ban Manager[/h2]

One more upcoming feature we can touch on now is the ban manager, which will allow you to better control who you are matchmaking with even if you are not the host.

Our current ban system is only applicable if you’re the host of a lobby. It does not apply if you are a client joining a server, where a player you may have banned in the past might be able to match with you or be hosting.

Under this new ban system anyone is able to ‘ban’ another player from matchmaking with themselves in the future regardless of who is hosting.

If you are the lobby host, ‘banning’ a player will simultaneously kick them from the server, similarly to how it functions now. If you ‘ban’ another player in a match while you are not the host it will not kick them from the active match, it will instead only add them to the list of users that will not be able to match make with you in the future.

Also included in this system will be the ability to permanently mute players’ text chat and/or voice chat so that you yourself cannot see or hear the muted player’s communications in any matches going forward.

Conclusion


Our mocap session allowed for high fidelity animations to fuel upcoming cinematics and some feature changes. The selection of features listed here are as always a work in progress, but are on their way in implementation. Stay tuned for more info about upcoming features and content, and let us know your thoughts on some of the early info given so far.

This concludes our 78th 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.

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

Community Content Exhibit Vol. 10

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

This time we will be doing something a little different, this is the first in a series of interviews with Modders that have created pieces whose presence it known to most if not all of the players of Ready or Not that have dove into the wide world of modding.

To kick off our new series, we will be Interviewing Jerry the Weekend Gunfighter, author of the most wide-spread near total conversion on Nexus, leading the pack with 512k lifetime downloads since it’s re-Introduction with the 1.0 release of Ready or not.

The wonderful combination of modularity and sheer scope lets you modify just about any facet of the game you’d want to. In some cases making Ready or Not feel like an entirely different game once the entire package has been applied.

Download link: https://www.nexusmods.com/readyornot/mods/3160

The below section has been slightly edited from the original text interview for sentence flow and readability.
[hr][/hr]

Q. Can you give us a short little introduction on who you are?

A. About myself, in the RON community, I usually call myself Jerry (the Weekend Gunfighter), of course. About the Weekend Gunfighter, this is because I am just an ordinary person you can see everywhere on the street. I have my own busy work, so I am more likely to "gunfight" in the games on weekends. I am a military/tactics enthusiast. It can be said that it was largely because of Operation Neptune Spear in 2011 that I started to study these and invested a lot of energy.

In the early years when I was not very busy, I would be happy to participate in some milsim activities and practice what I learned from there. At the same time, I also like to collect gucci gear.

[hr][/hr]
Q. Did you have any sort of Background in modding or working on games before you started working on Gunfighter?

A. Yes, mainly in ARMA3 and an old air combat game released in the 2000-2010s called Strike Fighters 2. I don't have any famous and outstanding works, mainly kill time. Basically, some model, texture and scripting work. Making gunfighter was my first time using Unreal.

[hr][/hr]
Q. What exactly made you want to create Gunfighter?

A. Hope you don't mind it being a little long. Over the past decade, I have been playing military/tactics style games such as ARMA3 and SWAT4. I think before Ready or Not was released, SWAT4 was the only game that specialized in CQB environment at that time, so ten years ago I was "dreaming" that it would be great if another CQB game could be produced on a more modern engine one day. When I first saw the trailer of RON around 2017, I said to myself "Finally, it's here". RON has become one of my favorite games over the years and I have been playing it all the time. For any game, I like to play it in a "close to reality" way. (Even though many aspects can only be based on assumptions, because I am not one of those who really put themselves in army to protect their families and country.) When I was playing RON, I always felt that there were some game designs that I didn't 100% agree with.

For example, in the game, the position of the weapon is very high. I understand that this is the traditional practice of almost all FPS, because it allows players to better appreciate the finely modeled guns, but it occupies a large part of the screen. Based on what I have learned and experienced, I hope it could be lower, closer to the height of "Depressed Ready". There are some other aspects that I want to make adjustments to. I mean, I am not dissatisfied, but I think that maybe some other ways is more suitable for me. So, in July 2022, I started thinking, hey, since I want a more "suitable" gameplay, why don't I try to modify it myself? At that time, I didn't know anything about Unreal Engine, so I had to learn it from scratch, and this is the origin of Gunfighter.

I think you may also ask me about my evaluation of this mod. So, about Gunfighter, I will say on the description page: "This mod is aiming to provide a realistic gunfight experience in theory (based on gameplay)." In fact, the core change of this mod is that based on my experience and learning materials, I changed the position of all weapons in the mod to make them closer to how the operators use weapons in reality. At the same time, I adjusted the capabilities of night vision goggles, the feedback after limb injuries, allowed us to use the hidden 9banger, and let us use NVG and gas masks at the same time, etc. etc. I would like to say that every coin has two sides. I said this mod's purpose is "Realism", but this is very subjective, and everyone has their own standards. Therefore, I will emphasize that this is "based on gameplay".

I have always believed that in many aspects, it is impossible to achieve true "Realism" in most game so far, and blindly pursuing "Realism" may have a counterproductive effect on gameplay, so games always have their own unique way to "reflect reality", just like the topic that always start war - recoil, it also applies to many other designs in the game. If you don't mind, I wrote a few articles here to explain some of the designs in the mod, and they all have reasons:

This mod aims to provide a realistic gunfight experience in theory (based on gameplay), covering some CQB concepts and tactical thinking in recent years.

[hr][/hr]
Q. You're pretty reasonable, acknowledging that you're not making the game 'better' but just giving players a different way to play RoN. If you had the chance to add something [a new mechanic, set of equipment, map, etc.] to the game, what would it be?

A. I might need to send you a 50 meter long list about this, but let's keep it simple this time.
  • 1. Mechanic: laser and flash combo, use one button to switch and another button to light up;
  • 2. Equipment: I never complain about gears, as Void has gotten better and better in this regard, but I really need an option to mount an ATAK phone on my vest;
  • 3. Map: Any map in RON is top quality, I never worry about it, but I wish the doors could opened more than 90° so we have more techniques available when doing door procedures; Especially point 1 is what I hope to achieve the most.



I'd like to thank Jerry for their time and I can't wait to pick the brain of some of the other members of our modding community. If you have anyone you'd particular to hear from, please feel free to say so in the outputs Discussion thread.

Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.

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

Keep your feet on the ground.
VOID Interactive