Ready or Not Devs - AMA

SpartaN

Administrator
Staff member
Hello everyone,

We are hosting an AMA thread with the talented developers at VOID Interactive, the creators of Ready or Not, an intense, tactical, first-person shooter. You have until October 3, 2024 to ask any questions after which we close the thread and send your burning questions to the developers.

AMA Dev image.jpg

Here's their introductions:

Stirling Rank: My name is Stirling and I’m one of the founders of VOID Interactive and Creative Director of Ready or Not. Ask me anything you’d like about the game from its inception to how we see the game going forward, and I’ll hand pick the softball questions that make me look best.

Zack Hamilton: Hey everyone - I'm Zack Bower, Sound Director / Composer with VOID Interactive. If you have any questions on the sound / musical side of Ready or Not... Ask away! I'm all ears (pun intended).

Sean Gorman: I'm the Lead Designer; which means I run the Design department, from Game Design to Level Design teams here at VOID Interactive. For any questions regarding the game's design direction, either looking back or going forward; questions on our design process, or mission implementation, as well as game features, level design or AI; direct your questions my way.

Tihomir Garapic: Hey all, I'm Tihomir Garapic (Tisa), Principal Level Designer at VOID interactive. I have an extensive modding background as well as professional experience in games. You might have played my levels in games such as Rising Storm 2, Killing Floor 2, Insurgency Sandstorm and now ofc Ready or Not. If you have any questions regarding our levels, modding or level design in general...ask away!
 
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Have been play Ready or Not for few months now and I love what you guys have created here. My only concern is that performance has worsened a lot in recent updates. When can we expect performance fixes?
 
During development, did you guys have any former SWAT consultants to give you an overview of how their operations work, or is Ready or Not based entirely on available materials and movies? Just curious about how you guys approached the setting
 
Will any kind of basic teammate shoulder squeeze/tap (a heavily requested feature among the serious CQB groups that play the game) be added? And if not, why?
 
I've always been a huge fan of environmental storytelling, as it plays the most crucial role in achieving an immersive experience, and VOID Interactive totally nails it. There's one thing in particular that I'm interested in and it's our main character, Judge. We play as him all the time, yet know so little about him. It was only in the final mission "Hide and Seek" in Port Hokan, did we get a mere glimpse of the kind of man he is with his reluctance to follow FISA's order to "CLOSE. THE. DOOR!". As the story unfolds, can we anticipate further exploration of Judge’s backstory and character development in future missions? Hearing him speak out was a very powerful moment.

Keep up the good work!
 
OG supporter:
1. There be said the OG supporter will have some exclusive content which is said by the previous community manager.

Game storytelling:
2. Most of us know there is a deep story in the game on the map RidgeLine, Farm, Station etc. But the story seems not that complete.
So, will VOID finish the story in further content update?

Pre-Mission
3. There has been pre-mission support in the game, is there any chance to see them back to the game? Like sniper, negotiator, or power crew?

Multi team COOP
4. Currently only single mode can play with AI. But for some maps seem more suitable for multiple teams to attack.
Will VOID consider allowing each player to lead for on AI team?

Non-Lethal weapon
5. Will the non-Lethal have varying degrees of effectiveness on different AI? Like taser will be unable to taser the fat NPC or someone in drug. Or flashbang will not stun those who have some gadget.

Suspect Cover
6. Currently the Suspect Cover system is broken. Will it allow some AI to shoot in cover position? Not have to come out and shoot?
 
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Is there any plan to improve/add mechanics in Commander Mode (like perks, stress system, dynamic events that could make some officers temporarily unavailable) or to add an extra layer to the narrative by using more extensively the HQ? For example, NPCs in the detective bureau or in the interview room could give more insights into a key character or updates in the aftermath of a mission.

Another question: originally you said you were interested in making expansions that would take place in other parts of the world. Is this still planned or you'll continue with the smaller-scale DLCs like Home Invasion?
 
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1. There's been a lot of talk about an official SDK coming out for mappers, we're doing alright at the moment but there are definitely gaps missing the functionality that we can add as well as how to implement certain things. Is there any information available on when an SDK might be coming?

2. We've had great support from the devs in getting stuff implement in the mean time (Shout out to the GOAT, Zack), but sadly we've had no interaction from the Level Designers. Could we look at getting some of the LD's to come and give some crash courses on how to implement some of the undocumented features of the Levels while we wait for an SDK? (directing this at Tisa - since you've got such a large modding background).

3. Another question for Sean and Tisa, what is your go to method for conceptualizing playable spaces for interiors? Is there a favourite method to getting that first shape on paper? And what your main concerns when designing spaces with CQB in mind?
 
1) Have you ever considered implementing some mods officially? Especially ones that brings QoL fixes and visual ones like Cosmetics Fix, Police car livery fixes, etc. Some game studios have done this in the past and obtained permission from the author and RoN could benefit from this.
2) Any teases on DLC 2 soon? Would be cool to know what it is about, and home invasion was teased quite soon. Plus originally DLC 2 was going to be a summer release so would be nice to get news about it. And any plans for DLC beyond that?
3) Any plans to bring legacy game modes and maps (old hotel, farm, etc) as quick play/coop exclusives at least? It's understandable if it doesn't fit the main narrative but they could be part of the other modes.
 
1. Will you ever consider redoing the current in game environmental art with ones done by actual artist? The current AI generated artwork really severely degrades the game's overall aesthetic quality in my honest opinion.

2. Can you give us a little insight into the previous iterations of the story and beta concepts?

(Examples: What was the original plot to hospital, as voicelines in the game files indicate that the hand had no intention of "saving quadamah" and have voicelines that indicate that they want to kill someone who did a perceived wrongdoing.

When was the change to make the school level from a highschool to a college campus, and on that subject how far were the plans for actual child npcs that could be saved? Voicelines in the files clearly indicate that Agency was going to contain child npcs that would've posed an additional complication to the mission that seem to have been cut. Though they must have been cut far in development to have said files in game? I assume they were ultimately cut due to global marketability concerns.

A final example would be were there any previous ideas or iterations on the Hotel mission aka Sins of the Father? Previous concept art from Ropolio seem to indicate that the suspects were dressed very differently from the rouge secret service agents we have currently dressing in all black, masks, and having a red and black american flag patch. Were they completely different suspects with different lore or were they just a different design for the current suspects?)

3. When or will we ever see cut maps that are in the game files added into the game? For example Fast Food or Meth Apartments/Edgeware Apartments.

4. Did the level 23 megabytes per second, always have around 10 suspects initially during development or were they added only to add challenge to the level, as I feel even with the context being they're "michaels crew" (assuming they're supposed to be his friends or some hired goons or somethng) it doesn't make a lot of sense that they'd all be willing to die for some weeb, streamer, loser, nerd's bitcoin farm. And with that context as well it doesn't make a lot of sense that there are just so many of them.
 
Are the devs doing something about the mods that the modding community worked very hard on, which aren't playable after the DLC release?
 
Did the team know the modified maps would become unplayable and have there been any attempts to fix this?
 
1.I think good sound effects in games can bring players a strong sense of immersion, but now the footsteps of NPCs and players in games seem too small to hear,maybe you can enhance this sound effect

2.Will there be any special level tasks added in the future,such as
①Rescuing a severely injured hostage, which requires a player or NPC to carry him and break through from the enemies to evacuate.
②As a sniper, assist teammates in killing suspects.

3.Will there be a Revive system in the future? If a teammate is shot but not fatally injured and falls, you can Revive them.

4.Will there be a weapon inspection function?

5.Will there be any negative effects after being shot in the future, or a function to check one's own injury situation?

6.I hope there can be more types of enemies, for example, some enemies will use molotov or smoke bombs or shields.
 
Might seem like an unorthodox question here but really love the game guys and my friends and I have been playing for a year now, we were all pretty hardcore rainbow six siege players so this game was a refreshing change of pace

Were there any hurdles you guys faced or challenges to make the game adjustable for casual audiences and also appeal to hardcore ones who love this kind of subgenre in tactical FPSes?

sorry for the detailed question, hope you can answer it any way :)