Ready or Not

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Executor
    Pro
    • Aug 2012
    • 549

    #16
    Re: Ready or Not

    Originally posted by PVarck31
    https://www.eurogamer.net/articles/2...vtMQL7zZ1TfqZg

    Not sure what this means for the game's future, but Void lost their publisher due to wanting to include a school shooter scenario.

    Personally, I think they should have left out this type of mission or whatever you wanna call it. I get wanting to be realistic and have real life events in the game, but they probably should have known this wouldn't be well received considering there are a lot of people out there bashing this game just from what's included right now.
    Not to derail the thread but I wonder what are publishers good for anyways? Why can't (certain) developers be their own publishers outright?
    Montreal Canadiens
    Minnesota Timberwolves
    Green Bay Packers
    Marshall Thundering Herd
    Los Angeles Dodgers

    "Greater than I, lesser than I, what does it matter to my functioning?"
    (Steve Perry: Shadows of the Empire)

    Comment

    • TheBleedingRed21
      Game Dev
      • Oct 2010
      • 5071

      #17
      Re: Ready or Not

      Originally posted by PVarck31
      https://www.eurogamer.net/articles/2...vtMQL7zZ1TfqZg

      Not sure what this means for the game's future, but Void lost their publisher due to wanting to include a school shooter scenario.

      Personally, I think they should have left out this type of mission or whatever you wanna call it. I get wanting to be realistic and have real life events in the game, but they probably should have known this wouldn't be well received considering there are a lot of people out there bashing this game just from what's included right now.
      Just to clarify, most sources report this was a mutual agreement. I think the overwhelming support in early access will avoid any issues with funding from the split. I do not think it will affect their course.
      PSN: TheBleedingRed21
      Twitch: http://www.twitch.tv/TheBleedingRED21_OS

      Comment

      • PVarck31
        Moderator
        • Jan 2003
        • 16869

        #18
        Re: Ready or Not

        Yeah, being on PC really helps as far as not having a publisher goes. Not sure if they ever had plans for a console version. But without a publisher, that might be a little tricky.

        I wish there was a demo for this. I wanna buy it, but I'm worried I won't be good at it and it will just frustrate me to no end. I don't really do the online thing, and not sure AI teammates would be any good.

        I guess I could always just get a refund.

        Comment

        • mestevo
          Gooney Goo Goo
          • Apr 2010
          • 19556

          #19
          Re: Ready or Not

          Originally posted by Executor
          Not to derail the thread but I wonder what are publishers good for anyways? Why can't (certain) developers be their own publishers outright?
          Publishers are typically what gets a game made. They pay for the game based on a pitch, agree to a budget, pay the staff, marketing and facilitate distribution (often internationally). These things take relationships and experience typically, and aren't just something you can just yolo. A developer doing it on their own would need the initial capital to hire additional staff for these roles.

          ...and I'm probably missing a lot of other things, but that's the gist.

          Comment

          • PVarck31
            Moderator
            • Jan 2003
            • 16869

            #20
            Re: Ready or Not

            Are the AI teammates any good?

            Comment

            • TheBleedingRed21
              Game Dev
              • Oct 2010
              • 5071

              #21
              Re: Ready or Not

              Originally posted by PVarck31
              Are the AI teammates any good?
              Hopefully I can help answer this cause I suck so I’m probably the bare minimum experience while someone else can chime in on the best experience you could get…

              You give commands to your AI, there are two teams, red and blue, your command menu also has yellow that gives commands to both of them.

              You can queue up commands so you can execute them at the same time very easily, say you want each team to open a door, flash bang and clear them. You set them both up, then open command menu and execute both and they will do it at the same time, so to me, that makes it pretty easy to get them to control how you want.

              With that said, I’ve seen a few boneheaded stuff with shooting, but it’s been minor for me. It’s easy to set up quick commands as well, such as restraining suspects or civilians. They also report the arrest after the finish the task. (You report arrests, deaths, etc. and get mission score points for doing this).

              The game is the #1 seller on steam for a reason and absolutely worth picking up now, even to just support them. It’ll continue to improve and add more content and it’s at a lower than retail price. Mods are a thing now and even the first modded map was added, though modding isn’t officially supported, so probably won’t take off until official mod support is added, but they stated they 100% will support modding. You get a 2 hour window with steam on refunds for any reason and you’ll know instantly if you will like it after the first mission IMO.
              PSN: TheBleedingRed21
              Twitch: http://www.twitch.tv/TheBleedingRED21_OS

              Comment

              • PVarck31
                Moderator
                • Jan 2003
                • 16869

                #22
                Re: Ready or Not

                Just bought it. Christmas present for myself. ha

                Comment

                • canes21
                  Hall Of Fame
                  • Sep 2008
                  • 22910

                  #23
                  Re: Ready or Not

                  One of the guys working on the mods right now already has procedural maps working somewhat. It's buggy, but his first attempt he already had dynamic levels being created at runtime.

                  That's incredible. If they can be done right with a good set of parameters we can truly have endless amounts of maps.

                  I'll be watching the process of that mod the most no doubt. If we can create some great prefab pieces that can be used in these procedural pieces then the potential is limitless for the replayability.

                  Sent from my SM-N950U using Tapatalk
                  “No one is more hated than he who speaks the truth.”


                  ― Plato

                  Comment

                  Working...