Ready or Not

Ready or Not Dev Tracker





12 Jan

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No amen break? No record deal

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Originally posted by AppropriateGuide9155

Devs can also code less ass and penis and more story telling

Hard disagree


11 Jan

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Originally posted by AmazonSlavPrime

This would make the no death iron man runs so much easier

If any VOID devs are seeing this PLEASE add this

Love it!

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These go hard. First pic looks real


06 Jan


05 Jan

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Touched on that discussion in this thread

Also while we want players to buy DLC, keep in mind that we’ve kept them pretty open to players — only the host has to own the map to play with friends, for example, and the weapons are free to all. But I can understand that’s how it might appear without context. Seen this a lot recently so I thought I’d address it! :)

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Dropped a few comments here but I wanted to touch base on the decision to cut the modes:

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 R...

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Originally posted by ShyGuy-_

Another reason they might have done this imo is that it basically forced the devs to consider the design of the map for all 5 modes, or create different variations of the map that accommodate each mode. I could imagine it being hard to justify developing 5 different variants of the same map instead of 5 distinct and unique maps.

This was a big part of the decision to cut the modes. We would have had to release 5 modes per map, test them, validate, fix bugs etc. and then finally lock it for a release. 

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Originally posted by PineCone227

Pre-1.0 generally seems to have had more content. It's weird.

A handful of maps had these options, most did not include any mission variations at all, and the ones that did were largely untested. It was a great idea initially, but I believe that we’d be getting the inverse feedback in a situation where we’d just added all mission types to all of the pre 1.0 maps instead of just creating new map content. 

From my view, 1.0 delivered way more content than what was in the earlier releases though, but this was left on the cutting room floor due to the manpower on the project and a desire to curate specific experiences per missions that made sense. 

We do have some plans though that will address this post (and others like it) soon. 


04 Jan

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Snailposting is the new Gratr


03 Jan

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Originally posted by RodBorza

Cool, thanks for answering. In that setting, with neon lights coming from the street, it would have made a lot of sense. Here, well, it's just funny.

With all the mysterious lore surrounding Ready or Not, in my head cannon, it is one of the below:

  1. The smugglers smuggled something more than human;
  2. It is the power source for the strange device on Three Letter Triad and is waiting in cue to be moved out;
  3. Both.

I like 1.


02 Jan

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Originally posted by urcommunist

tried it, aim assist is non-existent

There should be aim assist in the settings I believe. When you ADS near an enemy's upper body, specifically.

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Originally posted by RodBorza

Yeah, maybe, and it is just the sun shining behind it. But it is very strange that it does project a greenish glow on the floor.

Fun fact about this one, we used to crank all of the materials static lighting GI bounce settings, so a lot of colors would bleed into each other to appear a bit more painterly - didn't always work but this is a good example of how that looked with a lone asset. The suitcase there was made for the old Wenderly Hills Hotel map, which used this process.

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Yknow I feel very accomplished when the game gets hand drawn memes made for it.


30 Dec


24 Dec


23 Dec

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Originally posted by -AdelaaR-

Well let me rephrase that: to me, this looks like it was designed as a PVP map and I wouldn't be surprised if the devs are testing a new PVP mode on this map as we speak. This could be inside information, or merely my intuitive imagination. Who knows, huh?

I do. It’s not a PVP map.


22 Dec

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Originally posted by iIIumi_naughty

Thank you for the perspective! Perhaps that’s why I don’t see it in many games. I wonder if there is a game out there with this mechanic.

Maybe we will be the first ;) we have some old motion capture for this actually.