Weapon edges are smooth and seamless, environmental detail is minute.Īs of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Highly detailed weapons, characters and environmentsĪs seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. In the future, we plan to implement an entire bodily destruction system. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.ĭeaths need to be impactful to the end user and we’re committed to providing an experience like no other. Head damage, provided it is survived, can intermittently “haze” the players vision. Arm damage will decrease accuracy and increase draw times. If a player is shot in the legs, movement is slowed down based on the level of damage. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. Rounds have realistic range, drag, and tumble velocity. Projectile dynamics, bullets penetrate, ricochet, and deteriorate Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.Ĭonvex collision armour, allowing for precise protectionĪrmour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. In a real life situation, each item has its place in a loadout. Simulated and detailed third person inventory This, of course, can be re-bound to suit our users needs. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. Provided the door is unlocked, players can interact and incrementally move them. This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. On top of this, we have also included a classic quick-lean system seen in many shooters. The assigned keys can be tapped in any order to “peek”. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions.