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Friends, as we prepare for the tests, we can show you some of the graphic content changes. The update 0.2.0 will include not only new locations but also you will see some changes in the already familiar ones.
Beregovoy is getting an expansion, receiving new locations and becoming more immersive. And 4-storied buildings have got new interiors!
This one is a short announcement, but thought it worth mentioning that I'm no longer working on the boring stuff - as I'm kinda done for now. There are probably minor things I'll have to add or revisit later in development, but it's now time to begin the next chapter!
Here's a rundown of the last few things I've knocked off:
UI cohesion (including scanning)
UI window now closes with the same button as dialogue skipping
Tutorial dialogue changes based on your custom button mapping
Button mapping now works when you use a controller
In-game cutscenes are now skippable
I've also been making environment kits to bash together for level design. It's nice and relaxing, and non technical - so I've been enjoying it.
If you're curious, here's an untextured pipe kit for example (that small dot is the player's size):
In this edition, VOID Interactive's Community Manager Guinevere is here to give you the low-down on how Ready or Not's environmental audio will drive player immersion, from creating a tense atmosphere to giving crucial audio queues - you'll want to listen up to ensure a successful operation!
Over to you Guin...
Environmental Audio - Entry, Lobby, Crash
In a realistic police shooter like Ready or Not, the high stakes nature of each engagement means that a lot of time has to be spent preparing and deciding how to tackle a situation. The moments spent before things get loud can be some of the most tense that you'll experience, and a big part of that comes from the environmental audio of a level. Whether it's the steady tick of a clock, sirens in the distance, or rain falling on the roof above, it all plays a part in immersing the player and telling the story of the environment.
In the below videos, you'll hear Hotel's environmental audio in action in three distinct locations, each accompanied with panning shots of the areas themselves.
Ready or Not's environmental audio is not simply supplementary to the gameplay loop, but an intrinsic part of it. Paying attention to the sounds around you will help you better understand what's happened, happening, and how that can prepare you for the situations ahead.
Conclusion
This concludes our latest biweekly briefing and the final of three with a focus on the game's audio design. I look forward to seeing you all in two weeks for more development updates regarding Ready or Not!
Keep your feet on the ground. Guinevere, Community Manager
Turret initial stats are redone, all turrets in the game have been removed. New version of the store offers turret artifacts and occasional turret daily deals
New turret type: Splash Battery
Turret Boosts are now available in the store, and occasionally from Turret artifacts
New Turret UI allows sorting Turrets by type and viewing Turrets bound to all Battleships
ARROW: Now spawns 2 arrows side by side. Faster acceleration time. Fixed an issue that could cause Arrows to get unnecessarily close to the turrets of a Battleship they were chasing
ARROW FACTORY: Now spawns 12 arrows total over a longer period of time
FIREFLIES: Now spawns 4 fireflies
FIREFLY SQUAD: Now spawns 16 fireflies
FIREFLY FACTORY: Now spawns groups of 3 fireflies
STEALTH FIREFLY: Fire range increased to match regular firefly. Blueprint requirements updated to match rarity.
ROCKET LAUNCHER: Is now a rare module
AREA SHIELD: Total damage covered increased
WISP: Damage per hit increased
PHOENIX: Damage per hit increased
LIGHT COLOSSUS: Cost decreased to 50
DARK COLOSSUS: HP reduced to match Light Colossus. Rage duration greatly increased.
TITAN: Projectile speed greatly increased. Can now neutralize incoming head on rockets in some cases.
GHOST: Projectile speed increased.
GAIA: Added back turret
ARES WAR RAGE: No longer affects Factories
Cooldown for all modules increased to 20 seconds
BASE ASSAULT: Slightly bigger play area. Bases moved towards the top/bottom edges of the map.
DUEL: Starting positions adjusted so initially participating Battleships are 2 sectors away.
Fixed an issue where a Battleship could instantly rotate when preparing to travel to a new destination
Can now see other player turrets from the leaderboards
The Arena has been infested with fleas and you’ve asked us to handle it. Here are a few from a series of changes that are bound to help re-establish some balance in this game mode:
- we increased the cooldown time for Relocate (from 15s to 18s); - Mobility now has an increased cooldown after usage (from 10s to 30s); - the maximum value of Motivity has been reduced (from 12% to 8%).
Hey everyone! Another week (or two, three weeks?), another development update. As mentioned in the last update, we’ve slowed down the feature creep for a moment to focus on the systems that were already in place and improving or expanding them as needed. Now that the core roguelike tactical RPG systems are in place (it’s in the name and should be in the game). This consisted mainly of user experience (UX) improvements, bug fixes and adding content.
Those that claim QA isn’t a ‘proper’ part of development likely haven’t done QA themselves and with everything that exploded last week when testing the new features we’ve worked on, I WISH we had a QA department (or even person) to help us out. Especially now with the roguelike element in place, I’ll pray to the Owl Gods that we will in the near future!
Looking back at the last few weeks, I can now clearly see that we’ve only just implemented some baseline features that should’ve been in months ago. Development is a bit of a puzzle, and since we’ve all never worked on something this big before, certain issues only come to light after months of development time. Hopefully we’ll remember to put in those movement preview lines earlier for next time!
Where we came from and where we’re going
Movement is quite an important part of the game, and we noticed that on turn start there was some slow down as the optimal/available paths for both players and enemies were being calculated. We improved the pathfinding algorithms and reduced the overall complexity of the calculations required, making the excessive waiting a thing of the past!
In the same vein, as mentioned enthusiastically before, we’ve added movement preview lines! This is one of those features that should have been in ages ago, but got snowed under by bigger, more ‘important’ features. Well, guess what, UX is the most important feature of them all, and I bet everyone can immediately notice what I’m talking about when you play it!
Advantage Strike & Parley improvements
Another crucial element we’ve been working on is improving the communication of Advantage Strike. Since it offers bonus damage through positioning (pretty important in a TACTICAL roguelike RPG) AND charges the Parley meter in order to chat to enemies in combat, it deserved some love.
We’ve visualized the ‘advantaged’ positions in the movement highlights, meaning every character that can move to a position that allows for an Advantage Strike will see it! Also, we’ve added the new (placeholder) Advantage Strike icon to the Parley meter to better show the connection to each other. Man, I wish I came up with this before, as it would’ve saved us a bunch of trouble explaining these mechanics..
Content, content, and more content
Now that the core procedural systems for the roguelike are in place, the next step is having an actually playable game. One of the main things here is an obvious one, however one thing we hadn’t been thinking about in a while: pure content creation.
We’ve been designing and implementing new battle maps, with all-new win conditions such as defeating a single enemy, escaping the map through special tiles, and surviving for a certain number of turns.
We’ve added several placeholder enemy designs to the game, and our amazing artist Joe has just finished up two new Frog enemies for Stranglevine Ridge (yes Joe, I know I have to animate them, I’ll get on it soon™).
Several new Events have been added, like an encounter with Vincenzo the Bard wherein they assist Vincenzo in writing his latest epic poem.
Dialogue has been added to several optional battles, as well as the procedurally generated questlines for each Region.
All of these things should give the procedurally generated Region of this lil’ roguelike some more diversity, and we should have at least a few unique-feeling runs in the game now. Due to the exponential nature of the roguelike systems combining together, hopefully with a few more content updates we can have a pretty dense experience already!