Ready or Not
193 posts10 May - 18:39
New game that seems to have just had a very short "reveal". Looks alot like R6 based on the VERY short footage that has been released. Instead of Operators, seems like it's a SWAT team. They are trying to implement new features and character movements though, like using the mouse scroll wheel to open the door "progressively", ie. open the door a crack, or wider or all the way open.
Check out the news article
10 May - 18:52
Cool! That is something to look out for when alpha and stuff releases. Thanks for the review man, let's not forget about this one
11 May - 10:07
The dev team exists of 3 people. Working on the project for 2years. Got familiar with unreal code for the first year, then scrapped the test bed and restarted on this project for now 11 months.
Our version of cooperative play aims to be pretty similar to how SWAT4 did it. I sunk so many hours into that game as a kid. Only thing is we can't develop everything at once. But everything in the trailer is definitely lined up.
"I guess it's fair to be dubious (especially in this day and age), but we made this trailer to get people excited, and we're not asking for anything. We just wanted to announce it to the world, already. So if it doesn't meet your expectations when we release the gameplay trailer you only get a little disappointed. But we're not some corporate giant, I don't think we can really afford to let people down."
"A single player story is definitely in the pipeline. But it depends on how well we go with overall reception."
"Stu and I (the artists on the team) have both had about 3-4 years of experience working in the industry. I'm a character artist by profession, and he specializes in weapon art. However I think after this title we may have blurred the line a bit. Our programmer, Ryan, has had 3 years of experience programming.
With VOID being such a small team we have a philosophy of "when you talk about something, you get it done". We've been working together for about two years now (10 months on this project) so we've become a well-oiled machine, I think. We're always constantly researching new workflows, shortcuts, and methods to speed up and improve the quality of our work, too. This has all been done part-time, so finding fast workflows is pretty critical to the success of this game, most of all it comes down to the passion of the project."
"Yeah the game is mainly focused on a co-op experience. We just find multiplayer an attractive opportunity because we've had fond memories playing SWAT 4 TDM (we'd like to persue something similar.. just with less of that shocking ".45 SMG")
Note we only posted completed features in our devblog. I think a lot of people are concerned because they don't see much about AI in there, or commanding teammates. Rest assured when those features are at a point we deem sufficient we'll announce it."
11 May - 11:41
That's quite a small team for such a large game Only one dev also which is really hard, especially when it comes to support and debugging afterwards. As with Siege we probably got around 40 devs waiting and still can't get the game properly updated. But we'll see :) Sounds promising, just like Battalion.