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Ready or Not | Early Summer Surprise | 20% off

Attention Officers!

In anticipation of the forthcoming summer, we’ve put Ready or Not on sale for 20% until May 29th to help you work up a sweat.

If you’ve been waiting for one reason or another, now is your chance to build your perfect squad and make sure all of your friends are up to speed!

If you’d like to help us test new content during playtesting periods 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.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.

https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam.

Keep your feet on the ground.
VOID Interactive

Volume #52 Ready or Not Development Update

[h2]Attention Officers[/h2]

Welcome to the 52nd edition of our biweekly newsletter! Today we’ll be giving our community a full rundown on the current state of VOID itself, the upcoming patch, and more!

[h2]Expansion and Optimization[/h2]

Over the past year, both VOID and its community have undergone quite a few changes, with the focus being on improving every facet of VOID Interactive and Ready or Not. However the rewriting of development methods, rearrangement and reinforcement of teams, and adoption of new tools tend to have a negative effect on timelines.

The idea of reorganizing the studio and getting these growing pains out of the way now, as we look at the position that Ready or Not holds in the greater ‘Tactical Shooter’ scene, is to save us much more development time in the future. This re-alignment of development processes is a crucial step in allowing VOID to deliver game patches in a much more regular fashion, be it patches, a map or weapon here and there, or massive content and fix drops much like the form ADAM took.
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[h2]Reorganization[/h2]

Under the watchful eye of our new Producer, our development team are charged with a new direction to target milestones across our roadmap to launch. Specifically, better methods that enable us to refine how we manage our builds, bug triage and predictable development cycles.

The timing of these new internal processes has aided the team during our explosive growth with new talent onboarding monthly, more external studios assisting in specialist areas that opened us up to new opportunities and features within our game which we cannot wait to share with you all soon. As we build our confidence up with these new lines of communication and development cycles our team’s capabilities are growing and we will be very proud to share some behind the scenes of our efforts very soon.
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[h2]Status[/h2]

It has been talked about piecemeal via AMAs, newsletters, and public comments but this will be the place where we collate all of the information for the community at large to reference!

[h3]First[/h3]
We are working on quite a few levels, both new and refurbished. As you all know we are working on the level Coyote, a map based on border-crossing drug tunnels, as well as refurbishing the Station and Dealership entirely. At the same time, other poorer performing maps are being tweaked under the hood to fix some of their performance issues. Finally on the note of maps, yes we are still making the school though we are taking great lengths to present it as conscientiously as possible. However it has been given the more appropriate name of Campus and it will be released alongside other un-announced maps in the future.

[h3]Second[/h3]
PvP is 100% confirmed to be returning however it will not be coming back until post 1.0 as we wish to produce a much more cohesive co-op experience before re-introducing it into the game, the exact form it will take is still not set in stone, but we may take some inspiration from some of the other decisions made very recently by some of our peers in the Tactical Shooter space.

[h3]Third[/h3]
Yes, we are aware of the many issues with both Teammate and Suspect AI, Interactions, and general behaviour and it is all being addressed by our AI-mage Ali and the rest of the incredibly talented programming team. The AI will be even further subdivided based on Maps [i.e. Trained security guards on Mindjot acting like they actually have training.]
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[h2]One last thing[/h2]
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If you’d like to help us test new content during playtesting periods 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.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.

https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam.

Keep your feet on the ground.
VOID Interactive

Ready or Not - Mapping Contest Winners

Attention Officers!

We have our winners!

After compiling both the popular vote and the development team votes, with the quality on show with the top three maps, it is unsurprising that the dev score mirrored the popular vote quite closely with only a slight upset at third. Given the enthusiasm and skill on display, that is not surprising at all.

Taking third place, just barely beating out the updated version of Vegrivs classic map, Olympus Theater, is StenTheAwesome Their map, Hot Coffee does something that none of the competitors does and offers two separate scenarios, one for a Raid against a vicious terrorist attack centered on the area, the other for the rescue of a wealthy though not squeaky clean real estate mogul.

Nexus link: https://www.nexusmods.com/readyornot/mods/2450/

mod.io link: https://mod.io/g/readyornot/m/hot-coffee

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Coming in at second is RareKiwi and their rendition of Operation Falcon Hour from Rainbow Six 3: Raven Shield! Masterfully recreated using HD assets, the map is densely packed with detail encompassing many tight, dangerous corners that hide suspects juxtaposed by the hanger and outdoor section that give well-placed opponents a clear line of sight on any unprepared team.

Nexus Link: https://www.nexusmods.com/readyornot/mods/2458/

mod.io link: https://mod.io/g/readyornot/m/privateairport

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Then, coming in at first and surprising noone that recognizes the names involved, is Sanctums Deceit produced by the powerful trifecta of Reap, Matthew9324, and Xeph. Designed and cloaked in lore to be a sequel to the equally masterful Lustful Remorse, featuring a pre-planning screen with extra selectable deployment locations, an amazing scripted helicopter with spotlight, and a jaw-dropping amount of easter eggs.

Sanctums Deceit is simply the pinnacle of Ready or Not map modding, combining an entire community's worth of capability and knowledge to run away with the 5000$ grand prize and in-game representation of each of the team members. Congratulations to all three of you.

Nexus: https://www.nexusmods.com/readyornot/mods/2454

mod.io: https://mod.io/g/readyornot/m/sanctums-deceit1

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-and congratulations to all the participants!

In the coming days once we contact the winners and get everything delivered, we will be going over the maps again and selecting a handful of honorable mentions to feature in a separate newsletter.

Keep creating, and keep saving lives.
Void Interactive.

Volume #51 Ready or Not Development Update

[h2]Attention Officers[/h2]

Welcome to the 51st edition of our biweekly newsletter! This week we’re covering another incredibly important system brought to us by our Sound Director Zack and one of our incredibly talented modder-turned-developers QuantumNuke!

Known for his various quality of life and tweak mods such as Max Suspects, No Swat, and the Camera Mod which handily enables a free-cam with built in color grading and point lights that, despite their age, are still recommended to players.
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[h2]Meet Quantum[/h2]

Hey! I'm Quantum, a Junior Gameplay Developer at VOID interactive! You might recognize me from the modding server, or maybe you saw my name pop up on the Discord member list. Whatever the case, I'd like to share a bit on going from a modder to a developer!

It's been quite the exciting journey transitioning from a modder to a game developer. When I first started modding the game back in December 2021 I had absolutely no idea I'd end up here! Modding the game and seeing people's reactions to what I made was rewarding enough, and when VOID reached out to me offering a position within their team, I was ecstatic! Developing for a community this passionate, and working with a team this talented is an incredible experience, and I will continue putting my passion into making Ready or Not the highest quality tactical shooter on the market.
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[h2]The Quantum Sound Manager[/h2]

Video: https://www.youtube.com/watch?v=ATLRmTDEfG8

Understanding sound in Ready or Not is exceedingly important, as determining the directionality and location of a sound can make it easier to identify and eliminate threats.

Knowing where a sound is originating from is comprised of three main elements: direction, volume, and occlusion. Direction gives the effect of 3D sound, where turning your head will allow you to get a general idea as to where the sound is. Volume gives you the needed information to determine how far a sound is from you, and occlusion determines how well the sound can reach you.

Currently, the way volume and occlusion are calculated is simple, with volume being dependent on the direct distance between the sound and the listener. Occlusion is handled slightly differently, taking into account the number and depth of obstacles the sound has to pass through in a straight line to reach the listener. However, this can lead to confusion, and result in many sounds sounding as if they are next to you.

The new Quantum Sound Manager is fundamentally different. Rather than using the direct line between the sound and the listener, we take into account the multiple paths the sound can use to reach the listener. This is accomplished by placing special volumes around the level where sound can pass through easily, like doorways and windows. This new method is both more efficient, being 3x faster the the old method, and more accurate. Additionally, determining where a sound is coming from is much easier. No more footsteps two floors up sounding as if they're next to you, and no more jumps in occlusion values, giving you the granularity and accuracy needed to approach any situation well informed.

As we continue to develop the sound manager, we strive to include more advanced sound processing, such as propagation (how sound bends around corners) and per-sound reverb zones. If we can incorporate these in a way that doesn't interfere with gameplay or performance, we strongly believe that Ready or Not will have one of the most advanced sound systems to date for a modern tactical shooter.

- QuantumNuke
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Conclusion

This concludes our 51st briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods 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.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.


Make sure you follow Ready or Not on Steam.

Keep your feet on the ground.
VOID Interactive

Volume #50 Ready or Not Development Update

Attention Officers,

Welcome to the 50th edition of our biweekly newsletter! To mark this milestone we will be having an extra-long newsletter, we’ll be featuring a meaty write-up of the AI system that Ready or Not uses as well as a good public look at the other half of the Station Rework

Starting off with the rework of Station, being the first map that many if not all players will see meaning it’s an incredibly important first impression, perhaps even more so since the atmosphere of the Station and the decrepit state of the players surroundings reflects the state of Los Suenos as a whole.

With the combination of clearly repurposed rooms, crumbling architecture, all filled with high tech police equipment in stark contrast of their surroundings it effectively communicates the state of the world the player has chosen to immerse themselves in.

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[h2]The Station Reborn[/h2]

Along with many the facelifts that many of the legacy maps are getting, we had no intention to leave our players' home base in the dirt. Teasing the level of detail we plan to put into the rest of the station with part 1 of the revamp we launched with Adam, we figured it was time to tease the rest of the work we’ve put into the map.

Above: The shooting range receives a bit of a facelift, replacing the claustrophobic stalls with a much more open-form design.

Above: The station's surveillance and information gathering suites often cast a wide net. With the LSPD on the backfoot, they need all the help they can get. Make sure to visit Dispatch once in a while.

In the future, many locations within the station will have more nooks and crannies to explore and perhaps even easter eggs to find. Many will be like the well known hats and the coffee machine, some will have more effect on you, your officers, and maybe even your gameplay.

Above: The Evidence room, where you can find some of your confiscated arms, drugs, and [REDACTED].

Above: A relatively calm moment in the lobby of the LSPD station, enjoy them while you can.
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[h2]A Lesson on RONs AI with Ali[/h2]

By popular request, one of the most influential voices in the programming of Ready or Nots’ AI, Ali, has given us a writeup on exactly how the games AI functions and makes decisions based on environmental factors.

The AI system we use for them is what is called a Utility-Based AI System. A decision making model.
The concept behind Utility AI is to mathematically model human behavior in a computer program using numbers, formulas and response curves. The “human” we want to model is called an agent or simply, an AI. Each agent in a world environment has a list of Decisions (or what we call, Actions) they want to make. Every frame we run through the list of actions and decide which one to pick and execute. That’s the core AI loop.

Inside each action, there is a list of Considerations that make up what an action is mathematically, and is what ultimately determines the score for that action. Each consideration outputs a score, which all then get accumulated (using a scoring method) at the end to output a final score for that action, that will then be later used to pick the highest scoring action. That action will be the one to execute and run (using another system called the Activity System), with a commitment time set, so they don’t oscillate in their decision making, acting indecisive from frame-to-frame. There is also a thing called Commit Interrupts, it is a list of names of actions that can interrupt the current action if it is being committed to, and they get evaluated every frame too. Gives us more control.

The scoring method is just a list of 4 math operations, Additive, Subtractive, Multiplicative and Divisive. Really simple, they just add, subtract, multiply or divide into a score accumulator. It serves as another setting that designers can tweak to mold the final action score.

One example of what a consideration can be is “Health”. This is scored using a Scoring Function that we define, that scoring function takes in a world context and outputs a number. In this case, “Health”, it is really simple, we do Current/Max, which gives you a value (or in other words a score) from a sliding scale between 0.0 to 1.0, which then can be optionally scaled by a Weight to bias the action in the AI if we want. You can imagine other considerations having more complicated functions. The output of the scoring function is then mapped by the response curve and is used as the final score of the consideration. There are many curve presets to choose from, the default is a Linear response, but you can have all sorts of easing curves, like Exponential, Sinusoidal, etc. (or even a hand made curve, or even better, we have the ability to implement your own custom curve function, which is pretty neat.)

A health of 0.9, (altered by the shape of a curve) can be a good or bad thing. Good being you probably don’t need to take cover and you can risk taking certain actions. Bad thing if you want your health to always stay full, so you find cover and regenerate using a stim (this doesn’t happen in RON of course, but just as an example of how looking at the same number can mean two different things).

As you can imagine with a library of hundreds of considerations, using those and tweaking response curves is how we can get different “personality types” or behavior's out of our suspects and civilians, some being more resistant to surrender than others or some being more eager to take cover or some that can be more suicidal if you don’t de-escalate the situation quickly.




We have another concept in our system that I don’t think I’ve seen anywhere in other people’s utility implementations but it’s hardly anything groundbreaking. We call it Gates. It acts as a supplementary aid to Considerations. Gates are similar to considerations but instead of returning a score, they just return true or false, open or closed. The purpose of gates is to block off actions that we don’t want the AI to consider. All gates must be open for the action to be considered for scoring. Cooldown timers are one example where gates are useful, there is no way you can reasonably do this with considerations and weights, it needs to be a binary operation. Has the cooldown finished or not? The cooldown must be finished before considering said action. Before when we didn’t have this concept, we would sometimes have AI surrender to no stimulus or do certain actions that they shouldn’t have been doing, and when you went to debug what was going on, all the scores seemed reasonable and you could see why they did a certain thing. Gates help us control them a little more so as to not go wild and do un-expected things, which our designers like.



The simple concept of using math and formulas to mold the output result to your liking (using weights, different scoring methods and response curves), gives you a whole bunch of states that you can’t possibly program into the AI manually, which in turn greatly affects the gameplay experience, each AI will behave slightly different than the next. Our previous version of the AI system was basically one large state machine at its core and can only ever be worked on by us, the programmers. If we wanted to progress, implement better AI, allow for designer freedom to alter AI behavior quickly in the editor, without asking programming to do simple things, a radical approach was needed to switch to Utility (which took about 6 months to implement).

However, we still use the state-machine concept for concrete actions like, moving to and picking up a weapon on the floor or breaching a door (which has a lot of states). But the decision making aspect of the AI, the brains if you will, is all Utility-Based, we don’t have to manually say “if this then that, if this then do x”, instead, as outlined above, we give them a set of actions and rules to follow, then they can go about into the world and make decisions for themselves which is pretty neat and what feels like “true” AI.

All we have to do on our side in the editor is setup their Archetype (the definition/personality of an AI), which houses the actions we want them to make. After we’re done, we assign the archetype to the specific AI in our data tables. We have about 50 archetypes and many AI variants in a level share a similar or the same archetypes, for many reasons, for simplicity sake, we don’t want to duplicate archetypes unnecessarily when we can just reuse the ones that work, or if we happen to take a liking to a particular archetype in the way they behave, etc., plus the overhead of our team in managing all those archetypes, it’s something we try to stay lean with.
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Conclusion

This concludes our 50th briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods 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.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.


Make sure you follow Ready or Not on Steam here.

Keep your feet on the ground.
VOID Interactive