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Forenübersicht » Allgemein » Offtopic » Ready Or Not - SWAT4 Nachfolger?

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Ready Or Not - SWAT4 Nachfolger?
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Devblog 01
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Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about.

Current features include:

Incremental lean system
Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

Incremental Door control system
This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

Modular speed control
Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

Simulated and detailed third person inventory
In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

Convex collision armour, allowing for precise protection
Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.

Projectile dynamics, bullets penetrate, ricochet, and deteriorate
Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

Responsive damage system and effects
If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

Visceral gore
Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

Highly detailed weapons, characters and environments
As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

Massive selection of items
As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

Fully supported competitive servers based on Amazon Gamelift API
Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

Plans to support squad competitive play
Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

Tactical Analysis
All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We’re excited to share our work over the course of this year.





Website >> VOID Interactive - Ready Or Not <<
Beitrag vom 04.05.2017 - 17:47
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Ready Or Not – Devblog 02 – “An Era Approaches”


UI
...provides the player with information such as player speed, orientation, lean direction, weapon control and two pop-up radial menus.
...keep the players line-of-focus vertically centric with the crosshair (while not obfuscating view).

Environment Reaction
New VFX impact effects kick up long-lasting clouds of dust, bullet ricochets spark and sputter, guns kick up particles when fired close to objects, and we’ve added in parallax occlusion mapped bullet holes for relevant materials. These POM mesh impacts add an extra level of “punch” to your weapons, giving the illusion that your rifle is yanking out chunks of wall with every shot.

Weapon Attachments
The current inclusion of a myriad of collimated weapon optics will give units a greater degree of freedom when it comes to how they want to handle a situation or when it comes to choosing a more comfortable sight picture. These attachments (and all future ones) will only be applicable to weapons with the appropriate rail systems/support.


Projectile Dynamics
When firing at through objects, users will receive a much more predictable projectile trajectory if bullets impact parallel to your position. Higher hit angles will result in larger trajectory offsets or even ricochet the bullet, when the appropriate surface is impacted.


Patch Customization
Players can now assign an image to their officer’s shoulders by entering any valid URL. This supports files that include an alpha channel.


>> Full Ready or Not Devblog 02 <<
Beitrag vom 06.07.2017 - 18:15
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