As we’ve grown larger and more prolific, we’ve seen community members create beautiful pieces of video content.
Gameplay videos showing a group's excellent teamwork and tactical understanding, videos in the framework of the machinima of old, and even videos that take a long artistic look at the game’s content and characters.
So we want to continue to reward the frankly immense creativity of our community!
Starting today, we will be opening submissions to all of the creators in our community at large, and on May 5th, voting will open to the public for two weeks. After such time the winner will be decided.
Rules: 1.) The majority of the visual aspects of the submission must be from Ready or Not itself. 1.1.) Editing of the video to include still images is allowed 1.2) If your video contains music, it must be royalty free music or music found natively in the game. You can get royalty free tracks here: https://pixabay.com/music/ and https://freemusicarchive.org/home and you must credit the artist
2.) Video submissions must be submitted as unlisted YouTube videos in the appropriate channel on the Discord. Link: https://discord.gg/readyornot Channel: #video-con-submissions
3.) All the participants in the video must have agreed to take part in the creation of content for the contest. Discovery of news to the contrary will, following investigation, result in the disqualification and possible removal of the submitter from the greater community.
We are so excited to bring to you a wonderfully cute and royal update for World Frog Day!
Not only can Princess Farmer now dress up as a frog, but we have also added a Fairytale selection of hare dyes to Ro's Shoppe. Now you can look like your favourite princess!
We hope you enjoy trying out these new looks for Princess Farmer. Share some screenshots of your favourite combo!
The winners and honorable mentions for the latest Featured Vehicle contest (Excavators) are featured in the video below:
Here are the winners in text form:
FEATURED VEHICLES
Overhead Deconstructor - Kitten
Crabcavator - St. Nicolas
Long Reach Excavator - PyroTeknikid
Digamatron 3000000 - Jonny_Arson
Heavy Walking Excavator - Stranger
ACCT Dionaea - Arad
ACMT T-R-X - Arad
Excavator Crusher - Stranger
Articulated Excavator - PyroTeknikid
Mammoth Excavator - Zombie Ninja
Heavy-Duty Excavator - St. Nicolas
Modern Excavator - Phynnix
HONORABLE MENTIONS
Liebherr R9800 Excavator - Rosli.Othman
Excavator - TimeMaster111
Excavator - Agent McNeil
ACMT Hydra - Arad
Liebherr R 9800 Excavator - TurtleBravo85
X-Cavator - [Arch] B_Glo
X-cavator - Stranger
ACMT D-E-U-X V.2 - Arad
Apexcavator - Stranger
Tyrexcavator - Stranger
Bagger 293 - Neo_Runner
14T Excavator - Stranger
X-Crab-Scavator 2.0 - Mastersubliminal
Cool-Scavator 2.1- Mastersubliminal
Bucket Wheel Excavator - BlueSky2011
TAC-495 - Stranger
2013 Excavator Pro - Jonny_Arson
There were a good number of entries, and the engineering/design was very impressive as usual. The Articulated Excavator in particular had custom treads that were both relatively efficient and excellent at turning. It's obvious I need to add custom treads as a single part at some point soon, as a number of entries had custom treads that were too slow even on my 13th gen i9 CPU.
NEXT THEME: FUN FACTOR DEADLINE: MAY 17th
For the next theme we're going to shift the focus to something different. Instead of a specific vehicle theme, I want to see vehicles that are just fun to drive and use (and aren't too big). "Use" can mean many different things in this context; that could be making it as fun as possible to destroy a building, a fast vehicle with weapons that are ideal for blowing up racing cars, or something that's great at picking up containers and moving them around with ease (or anything else you find fun).
The key things I'm looking for are easy-to-use controls in a compact and attractive design. You can add notes about which map it's best to use the vehicle, but it should only take a few seconds for me to figure out the vehicle controls and start having fun. Don't add all possible options/weapons to a vehicle. Just make it do 1 or 2 things really well.
BUILDING FUN AND ATTRACTIVE VEHICLES
Part of the reason I'm focusing on these elements now is because of the upcoming campaign changes. I've spent a couple days recently trying to make vehicles that are easy and fun to control. While there will be a few familiar vehicles from the current Showcase Vehicles, most of them just don't cut it because they aren't particularly interesting or visually distinct enough. As I've been creating this new batch of vehicles, it's apparent to me now that we need more advanced controls over some parts to make them feel like fully-finished vehicles.
It's also become obvious that advanced vehicle builders (aka you guys) have been using impressive workarounds to get things to fit just right, particularly in smaller vehicles. For this problem in particular, version 0.227's big new feature is a new part: The Flex Connection. I've seen requests for something similar to it in various forms (particularly since the Flex Beams were added), but I didn't fully appreciate the need for something like it until now.
The Flex Connection basically removes the need to use workarounds to connect parts in unusual ways. Instead you just use as many Flex Connection parts as you want, and all the parts of the same Linkage index will be joined together (invisibly). This means you can build physically impossible shapes like things floating in mid-air, but that's not something I've worried about for a while.
Rather than ramble on any more, here's the full changelist for 0.227:
Added new part: Flex Connection (Decorative) - Creates a solid but invisible connection between all Flex Connections of the same Linkage
- NOTE: Creating a connection between rigidbodies that are connected in other ways will give the "Connected to Itself" warning/error
Added adjustable spread for rockets and missile pods
Changed damage/speed to be separate values for rockets/missile pods
Added Default camera option
Changed how hover drive calculates forces (should be less jumpy, more consistent)
Added damage to plants from entity collisions
Changed how isometric camera updates its offset while rotating
Increased death timer of missiles pods/rockets by 5x (12.5/25 seconds)
Fixed free and spring pivot collision (couldn't actually go 90 degrees)
Fixed attacher ignoring alt input (Normal mode)
Added 2 shift all structure buttons to the layout editor and fixed Compound buildings
Fixed Control + MMB/Wheel only working in certain modes
Fixed mirrored rotation for hooks
Fixed Shift + click in build mode still colliding with connectors and letting you add a part
We have exciting news to share with you! We are very pleased to inform you that ONLY 100 spots are left for our playtest before it's officially launched. Time is running out, and the sign-up for the 1st playtest closes at midnight. This is your last chance to join and play our game before anyone else.
Your feedback is invaluable to us, and we want to hear from you, our community, about what you think of our game. By participating in our playtest, you'll have the opportunity to provide us with valuable feedback that will help us improve the game and make it even better before its official launch. To share your opinion, don't forget to join our Discord!
But wait, there's more! If you have friends who love games and would be interested in participating in our playtest, be sure to share this information with them. We'd love to have more players join in on the fun and share their thoughts with us.
We will be organizing subsequent playtests (once a month) so even if you miss the sign-up for the first playtest, there will be more! Sign up to our newsletter to stay informed :)
We appreciate your continued support and enthusiasm for our game, and we can't wait to see you and your friends in the game!