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Vol. #47 Ready Or Not Development Update

Attention Officers,

Welcome to our 47th Newsletter! This week we’re going to be taking a look at some of the work that makes the suspects, civilians, and your fellow officers feel more alive. It’s a subject that is unfortunately not talked about very often in comparison to its cousins AI, effects, and textures despite being just as important or more depending on who you talk to.

The animations of both the player character and the AI in Ready or Not help contribute to the feeling of unease as you approach a suspect that hasn’t either surrendered or revealed their intentions. The shifting of their feet, the way they look around the room, even how they reach into their jacket or pants to retrieve something all contribute to these feelings.

For today's newsletter we consulted with Raihaku, one of VOID Interactive's animators, whose background and skill lend very well to the atmosphere of Ready or Not being one of the architects around many of the recent and incredibly well made trailers.
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Animations by Raihaku

Part of the reason why animation doesn’t get much discussion is because there is nothing really mind-blowing to discuss, it’s unique in a sense because gameplay animation can get weirdly specific and a lot of stuff feels invisible to the player until it’s not there, and it’s really obvious that it isn’t there. It isn’t like AI or Levels where there’s amazing videos of their navigation and behaviors or pretty screenshots and images to show off.

Animating is, mostly, “We’re figuring out the time we spent blending the character between two poses and how they turn in place if they’re looking around or while they’re standing still and doing a neat shuffling animation.”

Above: Demonstration of various NPC states, instead of walking everywhere with their weapons up, they can take it slow with their weapons down as they investigate.

This is a preview of the movement system that we currently have in-game, this was a solution to the lack of momentum the NPCs have when they move around as they used to not build up any acceleration an actual person would need to start moving quickly, making them frustrating to fight against and hard to read. This is our method to interpret that into the game by blending between multiple types of animations, which is a walk, run, and sprint as demonstrated in the first section of the video followed by a walk and a jog in the second section of the video.

https://www.youtube.com/watch?v=dWPONOc1zaM&ab_channel=VOIDInteractive

The way the speeds are interpreted in the actual game is simple: We increment from a 0 to 1 value, 0 being a full-stop and 1 being at full-speed, and the numbers in between 0 and 1 serve as the acceleration. This also gives us a wider range of motion as the strafes were initially only 8-directional, being able to blend between these directions means that they look more precise during navigation.

It's not a very technologically groundbreaking method and it has been around since the early 2000s. Valve uses this for all their game animations in the Source engine since Half-Life 2 and it helps their game animations achieve a very natural look with such a simple system.
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Under the hood

There are many aspects of game design and development that the general public doesn’t see, along with our newsletters that show off the inspiration behind our levels, we will also be producing more newsletters that go more into detail about all of the things that make Ready or Not tick!
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Conclusion

This concludes our 47th 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.
https://www.lurkit.com/games/ready-or-not

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

Keep your feet on the ground.
VOID Interactive

Vol. #46 Ready Or Not Development Update

Attention Officers,

Welcome to our 46th Newsletter! Starting with this newsletter, and several of the following bi-weekly newsletters we will look at some real-life events that have impacted and shaped the design of both the game and the locations that make Los Suenos feel like a living, breathing world.

Unfortunately, there are many, many events that for one reason or another have been required to be solved by the tactical expertise of a singular or many SWAT teams. Whether the response was to a genuinely evil organization or person, slow escalation of hostage situations, robberies gone wrong, or at the absolute worst, a situation that ultimately involves reasonably innocent individuals placed in extreme situations.
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A Tragedy

Very recently, one of our artists, Ropolio, took a trip down to the site of the Waco Siege and took a veritable mountain of incredible photos. For those who are unaware, in-short the Waco Siege was a Police action that majorly included the BATF and FBI responding to the serving of a search warrant to the Branch Davidians at their company near Elk, Texas, resulting in the deaths of 4 Law Enforcement Officers and 82 civilians.

Please Note: The above description of the Waco Siege is an extremely, extremely simplified version of a still discussed and highly disputed event; as such, if this is something you would like to read into, there are many resources to do so.
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An Artist's Impression

We pulled onto EE ranch road; it was pretty bumpy from all the dips and potholes. The black iron gate was open, with a sign asking for a 10-dollar donation per visitor. A memorial just past the gates is dedicated to the 76 men, women, and children who had died in the fire caused by the siege.

Aside from the foundation remnants, the only original remains of the compound 70-foot-long swimming pool at the rear of the site, the unfinished storm shelter just to the left, and the buried school bus used as a tunnel between the compound and the storm shelter. Now lying partially unburied like an old, mangled soda can, completely unrecognizable as a school bus with the entire surrounding area overgrown with weeds and foliage.

Above: The remains of the Mount Caramel Center bunker, the compound that the Branch Davidians had built and used up to that fateful day.

Above: The remains of the bus tunnel.

Concrete slabs of the original foundation line the left side of the church, marking where the old gymnasium and foyer once stood. Walking into the pool, I stepped down to examine David Koresh’s [Leader of the Branch Davidians] signature in the cement of the pool when it was first constructed in 1992, “DK ‘92” with a barely visible star of David below.

A concrete slab with some dog paw prints was also located beside the pool, it matched the age of the rest of the concrete so I assume it belonged to the Branch Davidian’s dogs, who were shot by the ATF on the first day of the siege.

Between the pool and storm shelter is the remains of the water tower, now just a rusted pipe surrounded by concrete.

Above: The Branch Davidian compound pool with a portion of the Church visible in the background.

We stepped into the church, which had been partially converted into a museum of sorts. Various pictures of the ATF and FBI posing in uniform in front of the burnt-out compound sat alongside banners describing Koresh’s prophecies along the walls, as well as information about the original founders of the Seventh Day Adventists. The experience overall gave an interesting insight into the Branch Davidian's side of the story.

Above: A photo of the modern-day compound transposed by the burning compound, the aftermath of the Siege at Waco

Editors Note:
More of Ropolio’s hauntingly beautiful transpositions and photos will be posted and pinned in the #ron-media channel on the Ready or Not Public Discord for those interested.

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Conclusion

This concludes our 46th briefing. Be sure to tune in next time for more development news!

Keep your feet on the ground.
VOID Interactive

Community Content Exhibit Vol. 8



Attention Officers,

Welcome to the 7th in our series of monthly newsletters dedicated entirely to community creations and contributions to Ready or Not. Today we will be featuring some of the content creators that keep the Ready or not community vibrant and generate no end of informative and/or entertaining content.

For the first community showcase of the year, we’re going to be looking at some more stand out maps from our endlessly talented community.

Please note, they are in no particular order of quality, it is simply how they landed.
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[h2]Community Spotlight - Community Maps[/h2]

[h2]1.) Red Library Remaster by Aerostatic[/h2]

Another in the inevitable series of Swat 4 remakes and another in the series of Aerostatics maps, who seems to have made it their mission in their RoN Career to move over all of Swat 4s maps judging by their portfolio on mod.io. The Red Library has all the makings of a classic level in its’ tight corners, wide variety of colors that keep the map from falling prey to the gray that prevelates too many shooters and maps, and finally the unique feature of multiple spawn points that show up in many high-tier maps.

Download link: https://mod.io/g/readyornot/m/sw4t-or-not-red-library-remaster


[h2]2.) Storage House by CLY89[/h2]

As opposed to many maps whose claim to fame is exceptional aesthetics, non-stock features, or a complex and interesting layout, Storage House offers a clean tactical experience with just enough clutter to break up sightlines and gaps on the shelves creating firing slots that test the observation ability of LSPS officers of any level.

Download link: https://mod.io/g/readyornot/m/storage-house


[h2]3.) Neptune Spear by Scones3[/h2]

Moving out of Los Suenos, we take a peek into the work of clandestine military operations with the mission to neutralize one of the most hunted men of the 21st century. Stepping into the realm of night operations, Neptune Spear requires a high level of situational awareness and communication for a high completion score as enemies often hide in the shadowy corner of this middle eastern compound. If you are looking for non-SWAT operations, then you certainly cannot go wrong with this one.

Download Link: https://mod.io/g/readyornot/m/neptune-spear-by-scones


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Conclusion

This concludes our first content showcase of the new year where we looked at some community created maps! 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.
https://www.lurkit.com/games/ready-or-not

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

Keep your feet on the ground.
VOID Interactive

Adam Hotfix #6

[h2]General Improvements[/h2]
  • Improve Performance when running in DX12
  • Remove 'Into the Void' decal issues present when equipping a shotgun
  • Show all mods in Mod.IO page, previous it was showing 100 only.
    • This is a temp solution while we add a better paging solution