Welcome to the 79th installment of our Ready or Not Development Briefing on October 25th, 2024!
This week, we’ll discuss a brief postponement of DLC #2, along with a visual glimpse of new levels and some features set to launch alongside it.
DLC #2 is now scheduled for a Winter release rather than Autumn.
The timeline rearrangement for DLC #1 had a knock-on effect on the schedule for DLC #2, compounded by the multitude of features we plan to incorporate in the DLC #2 rollout.
In this dev briefing, we’re presenting 3 previously unannounced levels for DLC #2 and prototypes of features that expand on topics from the Vol. 78 dev briefing: Suspect Squad Behavior, Suspect Loadouts, SWAT Visual Identification, enhancements enabling multiple headgear/facewear combinations, and new NVG overlays.
Note: These development briefings aim to keep you informed about elements of our ongoing support for Ready or Not. However, they don’t reflect the entirety of our current projects. Please be aware that the content in our development briefings may be a work in progress and subject to changes.
Fortunately, numerous features of DLC #2 are already well advanced in their implementation. We are also addressing increased demands on Quality Assurance and the integration of features into the new levels.
Speaking of which, our 3 new levels for DLC 2 are developing well but require more refinement. ‘Blockout’ iterations have been playtested and iterated on over recent months, with each level now entering its final phase of artistic enhancements.
Meanwhile, features and weaponry are primarily undergoing animation phases, having largely completed core programming and exited prototype stages.
Similar to DLC #1, all new weapons and many features in DLC #2 will be available to all players, irrespective of DLC ownership (with some features potentially being level-dependent). While playing new DLC #2 missions in multiplayer is free as long as the host owns the DLC, DLC owners will also receive an exclusive themed cosmetic outfit set.
Without revealing too much yet, here’s a sneak peek at the 3 new missions included in DLC 2:
(Image below: An oil rig emerges under an overcast sky)
(Image below: A former tropical paradise now overgrown and lost)
(Image below: A buffet awaits within a lavish lounge)
Here’s an exciting glimpse of the features slated for inclusion with DLC #2! We’ll unveil more features closer to the release date.
The GPNVGs (‘quad nods’ or quad tube night vision goggles) and binocular NVGs in-game will now boast an enhanced first-person overlay, complete with increased real-world FOV and a dynamic simulation of how peripheral images from each tube are digitally stitched together, with minor distortion.
The dark vignette tube outline will shift according to your movements, resembling how NVGs hang in front of your character’s eyes. Additionally, the camera view is slightly moved forward and the FOV narrowed to mimic the NVG tube perspective.
You’ll no longer aim as well without canting your weapon―a substantial improvement in these visual changes is the new blurring effect on nearby objects and your weapon’s optics/ironsights when NVGs are active. NVG-compatible optics like the Holosight EXPS3 will assist in overcoming this!
(Video Below: The improved GPNVG and binocular NVG overlay)
We have revamped the system for headgear and facewear to enhance gameplay options. For instance, you can now equip NVGs alongside a gas mask, or even combine a helmet, NVGs, flash goggles, and ballistic mask.
(Video below: Updates to the headgear system)
The video below showcases some of the new suspect loadout behaviors: Using flashlight attachments and switching to secondary weapons spontaneously. Not visible, but under development, is switching to melee and inclusion of weapon optics.
(The suspect’s weapon is a development test model, so the magazine may be missing and some animations abnormal)
(Video below: Suspect loadout feature demonstrating flashlight usage and switching to a secondary weapon spontaneously)
For those who appreciate ultra-realism or cinematic play styles with HUD elements disabled, the introduction of glowing nameplates on officers’ backs offers a valuable quality of life enhancement.
(Image below: A lineup of officers displaying nameplates on their plate carriers)
Below is a glimpse into the suspect squad dynamics for DLC #2, featuring “rallying” and “regrouping.” Rallying enables an offensive push, while regrouping facilitates a tactical retreat from threats.
(GIF Below: Preview of suspect rally behavior, showing suspects rallying to support an ally in need of assistance)
(GIF Below: Preview of suspect regroup behavior, showing a suspect retreating to reconnect with another ally)
(Video below: Compilation of new, subtle, and slower hesitation animations being implemented into gameplay)
As we target Winter for the DLC #2 release, our team is diligently working to provide you with the best possible update.
We are incredibly grateful for the valuable feedback you offered in our recent Community Sentiment Survey! We are meticulously analyzing the data to guide upcoming internal decisions.
Moreover, Steam has scheduled a significant sale for games, including RoN, for next week as part of the Scream Fest. If you’re considering acquiring the game or getting new friends onboard, that will be an ideal opportunity! A temporary mix-up launched the sale this week—a slip-up, but hopefully a pleasant surprise!
This concludes our 79th development briefing. Thank you for joining us today. Be sure to check back next time for further updates on the development progress!
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VOID Interactive