Ready or Not

Ready or Not Dev Tracker




24 Mar

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You mean being able to nudge kneeling down suspects/civilians?

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We may go physical at some point for the kick of it. But right now it's an expense that wouldn't provide any benefit outside of ultra-supportive and excited people such as yourself!

Eventually we'd like to open up a store with some posters and other goodies featuring Ready Or Not's artwork, but that isn't really an answer to your question I guess.

Thank you for your kind words.

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Originally posted by SeRifx7

They plan on keeping Alpha open as much as possible until it goes to beta. I'm sure that we will get access to pvp as soon as it's stable if not right away.

This. :)


23 Mar

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To answer this question succinctly would require quite the essay to accomplish, but definitely the biggest thing that we've done since July is optimization. It wouldn't be correct to take preorders without giving people the minimum specs of the game, and we wanted to make sure that we were showing off what an optimized (not downgraded) build of the game was going to perform like. Granted, there are still obviously some bugs that we are going to address, it is in pre-alpha after all. ;)


20 Mar

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They can be used at all times.


16 Mar

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We hear your concerns loud and clear. It's been a week since the trailer and preorders have started and we've adjusted the Supporter Edition to give people more rewards for their support of us. We haven't stopped working on the game in the meantime, so naturally we've been a bit busy. If we add in another tier, it's going to take a bit more time and analysis before we can work out the details of it and provide something presentable.


15 Mar

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Post removed. Please review our rules before posting.


11 Mar

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Originally posted by eliteranger4

And also, do my ears deceive me but did I hear a Swat officer radio whisper Suspect is DOA, if it is I just like to confirm it was actually present in the trailer.

Yeah, you can encounter DOAs.


10 Mar

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Some of the SWAT voice actors just haven't voiced it yet, so it is blank for those characters.

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Originally posted by RC_5213

Is there any chance we'll be able to play snipers in co-op? I'd love for that to be a feature.

Yes! Snipers will be available in co-op, but only the team leader can control them.


09 Mar

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Originally posted by Gruntr

No EZ NO!

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The snipers can be purchased from the planning phase and you can pick where you want them to appear. At the moment in our levels it is locked to ADS and no movement, however this is purely up to the level designers and we've discussed things like having detailed interiors for the sniper to walk around in and pick where they want to set up. Unlike SWAT 4, all of your controls are forwarded to the sniper and you assume direct control over them as if they were a regular SWAT officer. It's a really flexible and awesome system.

I'm not sure why you're getting downvoted by the way, it's a great question.

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Originally posted by jack_sofalott

Although the music is great in its own right, I personally feel that it was a bad fit.

I really don't know what would be a good fit for this game, but the "slow jazz" or orchestral music usually tied in with these types of games are just used up imo.

Dark ambient synthwave could work?

Minimalist DnB?

Bluegrass?

I see your point, there's definitely a noir-type orchestral soundtrack to parts of this game (inspired by LA Noire tracks and the music of Jerry Goldsmith, at least for some of the temp tracks I was given) but you won't be hearing much orchestral stuff with brass and woodwind while breaching doors and taking out baddies - there'll certainly be much more synth and percussion-driven tracks where they're more necessary. A few of these have been written already but haven't yet been made public.

I'm aiming to support a number of different aesthetics and have strong variety from level to level, and there'll be some fairly dark, dissonant music where it'll fit. This sort of contrast should, if executed properly, end up making the various different themes even more powerful, as going from a light, noir-style orchestral track A to a disturbing synthy track B only makes the darkness of B pop out more, and ideally sound darker than it would if another dark synth track preceded it.

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Damn, thanks for the kind words guys!

Really inspires me to work hard and support the visuals and gameplay as best I can!


08 Mar


06 Mar

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Originally posted by [deleted]

Wait he’s the composer? I thought he was the Sound Designer? Wait is that the same thing? Or is it because it sounds really good? lmao

Nah actually it's pretty odd here, I'm doing music and am the VA administrator (plus some TOC/radio effects) so I'm their main point of contact, but we have a separate sound designer/foley artist!

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Originally posted by faQQQQQQ

I know, right? The music is absolutely wonderful. Amazing choices.

Liston, if you're reading this — you're the man!

Aww gee thanks guys! I feel like I've got a lot to live up to now - honestly there have only been small clips of my stuff uploaded and from those examples I just chose the right orchestration and chords to fit the mood. I didn't choose the music for those small clips (-not that I'm arguing!) nor did I put the lo-fi finish, so kudos to whoever put that together because it's a sweet idea!

I had ideas of utilising lo-fi type sounds later on but more in a dark/disturbing way. Not making any promises or disclosing any further details but let's just say there'll be some experimentation with the goals of hopefully creating something dark to contrast the glossy, brassy sheen of some of the other main tracks!

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Originally posted by -Ropolio-

HAHAHAH suck my balls had me so dead. This music is very beautiful, sounds better than bad company’s soundtrack. Excellent work.

Hahahah thanks man, was a fun night putting that together!