They Do Not Die 2 v0.3 – PS3

Here is another updated version of They Do Not Die. This new update Most notably features destructible walls and the ability to save the game state. Game saves are fairly large and consequently rather slow to create and load but that will improve over time.

I’m still undecided about what the subtitle should be so keep posting any ideas you have. Right now I’m leaning towards going with Collateral Damage (suggested by Griffunt) or Life After Death (suggested by Annelies)

On a less obviously related subject does anybody know how to go about measuring the passage of time with millisecond precision (or near enough to it for it to be usable when calculating the frame rate) when developing for PS3 with PSL1GHT?

What has changed:
You can save the game at any time and obviously also load that save.
The on screen text now scales so it no longer fills an overly large portion of the screen at low resolution.
In addition to your gun you now have a rocket launcher.
Rockets explode when they are shot, hit a person or hit a wall.
Explosions destroy walls, push people back and hurt people.
You can now run which consumes energy.
Shooting momentarily prevents energy from regenerating.
If you try to consume energy when you have none left then you will instead lose health.
The speed that your health regenerates at directly correlates to how much energy you have.
The screen (specifically the edges of it) turn red when you are low on health.
The world is more densely populated.

PS3 controls:
Left analog stick = Move
Right analog stick = Aim
L1 = Shoot the rocket launcher
R1 = Shoot the gun
L3 = Run
Select = Save
Start = Load

Download the PS3 version

3 thoughts on “They Do Not Die 2 v0.3 – PS3”

  1. i like it dude, but any chance of making it so others can make the levels?

    do zombies all spawn when the game starts? – was thinking more along the lines of cod?

    maybe more weapons? (d-pad select?)

    Health Pick ups? upgrade pick ups?

    Control settings – faster rotate? (or again – use the analog to point the gun like zombies arcade?)

    Subtitle: i dont know – unless your going to make it into a silent hill gta(1) type game?

    Thanks for the great game and keep it up

    1. There will probably be a level editor at a later point in time but I’m not considering it a priority. I’m happy with how the procedurally generated cities are turning out and essentially nobody used the level editor in the original TDND. Besides with the size of the cities that I want to feature in the game it would be inordinately time consuming to construct them by manually placing every tile.

      The zombies do not just all spawn at start up. They are constantly spawning and/or being removed at random places outside of view to keep the game appropriately populated. Have you played the game? I’m not sure what you are intending to communicate by referencing Call of Duty. I have no interest in making a hyper linear shooter with enemies that spawn at scripted locations until you pass an invisible line.

      If you read the release notes you will notice that a second weapon has been added in this update. More will be added in the future.

      Considering that the game feature regenerating health it would be somewhat nonsensical to add health pickups. But it is possible that I may decide to change that in some way eventually. There will certainly be pickups regardless of whether or not health pickups are one of them.

      An options screen for control settings obviously cannot be added until I built a menu system. If you prefer Dead Ops Arcade then just play Dead Ops Arcade.

  2. Hey ThatOtherDev…alienkid from PS3Hax!

    The sub-title I came up with was They Do Not Die 2 – Troll Zombies.

    Thanks again for some awesome homebrew!

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