Welcome to the 57th edition of our biweekly newsletter! Today, we will share one of our community's highly requested topics, the upcoming customization in Ready or Not.
Remember that the following is an early preview of our customization system, and everything that the players see here will look entirely different later. This will incorporate the community's involvement at various stages rather than just during the final touches.
Introduction
The VOID Interactive team constantly uses their brushes and canvases to expand the clothing combinations so you can distinguish yourself easily when approaching the dangerous streets of Los Sueños.
Mery.G (Gerard), an ambitious character artist at VOID, will be joining different parts of our news to share more information about the process.
Presentation: Gloves
Kicking off with a practical but essential clothing piece for SWAT members, the players can choose from a long list of gloves through an available UI. We understand that aesthetics play an important role in an immersive game such as Ready or Not, so you will have the freedom to add or switch parts for your character while combining your favorite colors.
After talking to Gerard, he decided to dive a bit into his key references that make all these assets possible.
"When I started getting into the whole 3D creation realm, I started making content for a competition called 'Make ArmA not War.' The premise was simple: just create content. The better I got at it, the more I realized how simple and fun it is to be able to just replicate things you see or have used in real life, and that just stuck with me. I love anything art, painting, or music, so this is my way of expressing and enjoying myself, and I'm happy we have people excited about and enjoying the things we've released. Also, I love collaborating and working with others and, when possible, helping or teaching them, as I feel like I always learn something new from everyone I meet."
━ 🎨 Mery.G
Above: Multiple images representing some of the many skins when talking about gloves.
Presentation: Shoes
Can't chase Los Sueños suspects without something to support your agility. Originally, this section was not planned for the early preview due to the shoes still catching up with the attention and love compared to the other ones but we believe that this will still give an idea for future reference.
"It's important to us that we tell the stories of those who place their lives in danger to help those in need. No matter how gritty and terrible these scenarios might be, it is part of what makes them realistic.
This feat also finds people utilizing different tools and equipment for the specific jobs, and While I know it might not be as exciting for some to play 'Dress Up' it is a way for us as Developers to offer players their own way of expression within our game, Giving the players the option to choose How the game looks in first person so that the stories and things that develop as they play our game become their stories too."
━ 🎨 Mery.G
Above: A work-in-progress look at something slick and sporty, together with a splash of texture as partial conclusion.
Presentation: Glasses
The department managed to experiment with a variety of accessories as well. As seen in this development update, we are trying to step away from the "choose a full outfit" format since that can automatically block a lot of freedom regarding character customization.
"It's really exciting to work in this area, mainly because I can't wait to see people using a lot of the things we create in their videos or reviews. I'm always humbled to see things I've helped create in people's content; it is quite surreal.
The tools we've been using for a lot of the creative work being done have been things like Autodesk Maya, Blender, Adobe Substance Painter and Zbrush." ━ 🎨 Mery.G
Above: Different color tints and types for one of the accessory sections, glasses.
Presentation: Masks
As an experienced member of the Special Weapons and Tactics team, your duty is to serve and protect the citizens of Los Suenos, placing yourself in extreme scenarios where mere seconds are deemed essential. With that in mind, showing an imposing presence through strategies is not out of the question.
Gather your friends and let your ideas flow with fresh additions to the tactical masks collection.
"I've been a longtime collaborator with Modding projects and Groups, Red Hammer Studios, and USP. It's always a pleasant experience to see how talented all these artists are. Those who don't know that I source and try a lot of the gear we use as references, and I love going to different airsoft events here in the States like MSW, so there's also that. Shout out to TFM!"
━ 🎨 Mery.G
Above: A few examples connected to headgear that allow the player to have more doors toward preferences.
Feel free to explore a seamless blend of designs as you mix and match across your gameplay. We look forward to showing our members the final versions of this system in the near future.
Conclusion
This concludes our 57th briefing. Be sure to tune in next time for more development news!
If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.
Are you a content creator on YouTube or Twitch looking for new games? We got you covered; Ready or Not has officially partnered with Lurkit to elevate gameplay! Make sure to follow us here: https://www.lurkit.com/games/ready-or-not
• Improved companion system, creatures won't run away if the player approaches while holding bait (except when player running) • Interactable items are highlighted • Easily export your photos from the photobook to your pc • Quest conversations are more easily readable by letting you skip • Underwater particles and water surface shader fix • Added volumetric clouds option • Input prompt icons
After a long hiatus, I'm back! I had to finish my school exams here in the UK. Thank fully, I think they went alright but we shall see in a few weeks. In the meantime, I'm going to try and keep these pages updated with announcements/news whenever I get up to something exciting with Void Strife.
After fixing WWise, which was a complete pain, I decided I needed to take a break from brainy things and redid the main menu. There are still some improvements and tweaks to be made, but this is what roughly the menu will look like. Knowing me, I'll change my mind a few times, but only if truly necessary. The astute of you may notice that this looks similar to Starcraft's menu back in the good old days. And you're right! Starcraft was my first ever game, and I absolutely loved it, so I decided to take inspiration from it here.
In other news, I am also working on an interesting hacking mechanic, which when I will develop a bit further I can show some screenshots, but expect a very real feeling hacking console in which you have to use your brains to get into places. It will be an alternative to brawns, in case you're not feeling up to the challenge or if an enemy is deciding to give you hell.
Hello everyone! I thought about it and decided that we need to reveal a few stories in front of the witch 4. And here is the Puppeteer game. This is a small story (I warn you right away :-)) But for that you can drag several girls from the world of people into the doll house. Well, find out what the puppeteer does when he is not chasing Chelsea)))
Hello everyone! I thought about it and decided that we need to reveal a few stories in front of the witch 4. And here is the Puppeteer game. This is a small story (I warn you right away :-)) But for that you can drag several girls from the world of people into the doll house. Well, find out what the puppeteer does when he is not chasing Chelsea)))
Hello everyone! I thought about it and decided that we need to reveal a few stories in front of the witch 4. And here is the Puppeteer game. This is a small story (I warn you right away :-)) But for that you can drag several girls from the world of people into the doll house. Well, find out what the puppeteer does when he is not chasing Chelsea)))
Hello everyone! I thought about it and decided that we need to reveal a few stories in front of the witch 4. And here is the Puppeteer game. This is a small story (I warn you right away :-)) But for that you can drag several girls from the world of people into the doll house. Well, find out what the puppeteer does when he is not chasing Chelsea)))
A new patch has arrived at the station, and the current version of the game is 12360. The adventure continues, so we kindly ask all passengers to take their seats on the train.
New Features, Changes, and Improvements
Character customization update: We have revamped the appearance of character faces and improved and updated the options for facial features, hairstyles, beards, scars, mustaches, and various makeup choices. The character customization scene is now brighter and cleaner, allowing you to see your adventurer more clearly. Additionally, when you equip a headgear on your character, a special hairstyle is displayed underneath.
We have added the "Boat Dance" gaming table, a tabletop mini-game based on backgammon, where you can pass the time with your friend or Rofleemo. The table becomes available for exploration on the 7th phase of the tech tree.
New Void creature - Electric Jellyfish. Currently, they have been added in their basic form with limited functionality, but be cautious, as getting too close to them may result in a significant electric shock.
Rework of the Leech creature. Now it attaches to the train and puts off a growth on it, which gradually expands. If you fail to destroy the growth in time and allow it to grow, it will block the train's wheel movement.
Rework of the NPC system (Rofleemo on the train). Major changes to GUI, logic, buffs, debuffs, perks, and addition of new classes:
- Loader: A workbench assigned to a loader can directly take resources for crafting from containers located in the same section as the workbench. - Metallogist: Provides a chance to create bonus ingots during any smelting process at the smelter where they work. - Smelting Genius: Reduces fuel consumption during any smelting process at the smelter where they work.
Mushrooms are reintroduced into the game (now necessary to satisfy Rofleemo's needs, allowing them to use perks while working). Additionally, a delicious, but exclusively edible for Rofleemo, Mushroom Salad has been added. The Mushroom Salad unlocks additional mushroom slots for perks.
Introducing a new type of resource - Junk (includes various types). It drops from AI soldiers and some other sources and allows crafting ingots and other items in an alternative way if you run out of the usual resources.
A long-awaited change: now Level 2 workbenches inherit the recipes from Level 1 workbenches.
You can now move container stands without removing the containers from them (containers are not displayed on the stands while moving them, it's normal).
And finally! Added the ability to upgrade train containers instead of building new ones when unlocking higher container levels!
Now, in addition to renaming containers, you can place a sign with customizable color and icons, making it easier to find that stack of metal you've been looking for.
A new revolver module has been added that gives a chance to duplicate a projectile upon firing.
Rework of the vending machine (logic and balance).
Mushroom stacks have been increased to 20 (previously 10).
Mushrooms can now drop in arenas, occasionally in depots and outposts, and also in abandoned trains.
Mushrooms have been added to the vending machine item rotation.
Improved rewards in the gambling machine (Tier 2 weapon module reward replaced with Tier 3; mushrooms and junk items added to rewards; x1 token reward now gives x2 tokens; weapon modules dropped as rewards no longer include stocks and scopes).
Significantly improved loot in abandoned trains. Now you can find coal and fuel chunks more often.
New tutorials added for Rofleemo progression and Leeches.
A new Void ambient music track.
Improved revolver reload sound (now synchronized with fast animation, the same for slow animation).
Enhanced bandage healing and armor placement sounds.
New music ambients volume better balanced with other ambients.
Added sounds for defusing mines.
Rofleemo is now slightly less chatty in the player's hands
Fixes
Fixed a bug with the possibility of getting a negative value in the research timer.
Fixed an issue where resources were not consumed when building level 1 and level 2 rams.
Fixed a network bug where face masks were not saved for client players.
Fixed a bug with line breaks in some notifications.
Fixed quest bugs related to leaving the depot.
Fixed the possibility of duplicating Chests when opening them on the altar via Rofleemo.
Fixed the recipe for the "Home Comfort" technology, now it uses Bandage I instead of Bandage II.
Fixed blood impacts VFX.
Fixed the logic of puzzle generation - previously, after the first quest puzzle, players were getting high-level puzzles. Now the system looks at the player's puzzle progression to gradually increase their difficulty as players progress through the game.
Fixed the sound of unpacking Rofleemo.
Potentially fixed a bug with the display of the safety rope for client players when they are on the train.
Fixed the absence of journal animations while the character is crouching.
Fixed incorrect ordering of notes in the journal.
Fixed a bug where consumables disappear from the inventory when picking up a death bag.
Fixed the incorrect addition of a journal note at the beginning of the game.
Fixed the rolling of different meshes for weapon frames.
Fixed the loss of the revolver on the weapon table in cases where autosave occurs during revolver changes and the Esc key is pressed quickly in the UI during opening.
Reduced the delay between locking the train and starting the quest to prevent possible quest locks.
Skips the quest "Place the Chest on the train" if there are no Chest objects in the world.
Fixed hand animation during a swimming sprint in the Void.
The vending machine took more resources than it gave - fixed.
Fixes for the cooperative gameplay of the vending machine.
Removed unnecessary references to the character blueprint.
Fixed a bug where the resource chunk was not returned from the crusher. Now, when canceled, the crusher returns the object to the inventory, and if the inventory is full, it spawns near the player.
Fixed the disappearance of weapons when trying to move them into an already occupied slot.
Added an impact sound when Rofleemo teleporting (previously not working).
Fixes for character animation glitch from third person during landing after a jump in gravity.
General fixes, game code optimization, and method call optimization.