They Do Not Die v0.2 – Wii

I know its been over a week and I sorta ruined that streak I had going of frequent posts. I wasn’t really in the mood for programing and replaying Deus Ex is a constant timesink. But I got back into working on They Do Not Die (the Wii version) yesterday and did a bit more today.

You now have a set amount of health which you obviously lose whenever your harmed by zombies. You also have energy which you can use to move faster (just hold down the A button) but if you don’t have any energy left then running will instead consume health. Both your health and energy regenerate.

The camera zooms in and out based on how much remaining health you have. There is some darkness around the borders of the screen which turns red when your losing health.

The iconic arrow sprites from the PC version are now in the game and they rotate and everything. There are now also corpses that get left behind when you kill someone.

When your health hits zero then your sent back to the new start menu from which you can can choose to begin playing again with everything reset.

Download Links for Wii version

They Do Not Die v0.1 – Wii

So I started remaking They Do Not Die (my top down zombie game) for Wii. Its like the PC game but different and even more incomplete.

The frame rate is pretty great and unlike the PC version which I’m throttling at 30 frames per second (which my PC doesn’t even always reach) this version of the game runs near (and at times above if I wasn’t throttling it) 60 frames even on Wii. it dips a bit when your shooting but there is tons of room for improvement and optimization.

Use the nunchuk analog stick to move, the wiimote to aim and the B button to shoot. You can kill zombies but at this point there is no way to win or be injured.

Download Links for Wii version

Now I’m going to shut up and go because the Nintendo 2010 E3 press conference is beginning! I’ll talk more about the game later.

TheyDoNotDie R21 – Windows

I wouldn’t have bothered posting this until I had more done but I haven’t been working on it in a while and I wanted to get the latest of what I had online before moving on. I’m going to have something very related to this to share soon.

Its the twenty first release. Ninth since the switch from DarkGDK/DirectX to SDL/OpenGL.

The menu has been reworked and improved. Problems with tapping the E key have been corrected allowing you to consistently interact with objects like cars. The camera has been improved and now stays correctly positions well zooming in and out. Sound effects have been added. Audio is now handled with OpenAL instead of SDL_Mixer which is technically an improvement but has the downside of the game currently only supporting WAV files and not MP3s (the music selection screen hasn’t been updated to reflect the change so you need to stick with the default music). I began work on the level editor. Unlike the old one it actually has the same physics simulation running as it does in the actual game which is nice. You cant save anything from the level editor though so you still need to use the one from R12. There are likely other minor changes that I’ve forgotten about.


Download Links for Windows PC version

TheyDoNotDie R20

Eight release since the restart and switch to SDL/OpenGL.

Functional and drivable cars are back and crates can once again be broken open manually with the E button. Improved fire. Explosions have also returned (or where they already back in the game? I don’t remember for sure what was in R19). Improved (though still significantly incomplete) survivor path finding. I added music volume control to the settings.ini file. Some other little tweaks.

Download Links for Windows PC version

TheyDoNotDie R19

ModDB is a great site but it seems to be getting slower and slower. I uploaded this newer release of the game a full week ago and it seems to have just been confirmed and made available for download today. Oddly enough I still haven’t even gotten an email telling me that it was finally up (which you usually get whenever you upload something to ModDB and is presumably sent out automatically).

I dont even really remember what I changed anymore. I should probable start writing down changes as I make them… Anyways one change that I’m pretty sure is in this is that it now checks settings.ini (an included file that you can easily modify with any text editor such as notepad) for what resolution to use, whether or not to be full screen, what bit depth to use, whether or not to use mipmapping, and a bunch of other things. If your having trouble getting the game to run then try messing around with changing the options in the ini file. Regardless of whether or not your having trouble with compatibility I highly recommend giving the game a try at 16bit 320×240 fullscreen. Its not the way the game was intended to be played and the text gets difficult to read at anything below 630×480 but it just looks so damn charmingly retro. The survivors follow you and they have some incomplete but somewhat functional path finding so they dont just walk into walls like the zombies do. When survivors are in a safe zone they fade away and are considered saved once they disappear. When zombies are in a safe zone they are injured. I’m sure there are other differences between this and the previous release but I dont remember what.

Download Windows PC version from ModDB

TheyDoNotDie R18

I switched off v sync for now to see if that helps with compatibility. rather then ending the game once you’ve killed 100 zombies it instead only sends you back to the menus when your health reaches zero. Boxes, cars and those walls that aren’t stuck to the grid are all back. The boxes can be broken like before. The flamethrower has also returned and can be used to hurt zombies and survivors but it has no effect on boxes and things you hurt with it dont catch fire. I think that’s pretty much everything that’s changed though I dont really remember for sure.

Download Windows PC version from ModDB

TheyDoNotDie R17

There is now a texture set selection screen. Basically how it works is you create a folder inside the textures folder and within that new subfolder you place textures that you want the game to use. When you want to use them then at the texture set selection screen you just select that subfolder to load the textures from for use in the game. Check the Default folder to find out the correct file names and things for each texture. You dont need to use the same width and high as the original textures that can be found in the Default folder (no matter how large or small you make them they will always be correctly stretched to fit their in game use) but the width and high for textures should still always be a power of two. When the game first starts up it automatically loads the textures from the Default folder and when you select a different texture set for use it will obviously only load replacement textures that can be found in that folder. So for example the Green Blood folder only includes an alternative texture for blood so it loads up that blood texture to use but for the other textures it continues to use the already loaded ones that it previously got from the Default folder.

there is also a background music selection screen (just drop an mp3 file into the music folder and it will show up on the list).

There is a kill counter and once you kill 100 zombies (admittedly a way too low number) if sends you back to the menus from which you can start a new game. It was something that I was oddly having a little trouble with before restarting work on the game but it seems to be working fine now and wasn’t too much trouble setting up. If you notice anything that is being carried over from game to game or in any way not being correctly reset then let me know.

Human survivors are back in the game. They dont do anything but you can kill them by shooting them (just like you can with zombies) and when they die then they immediately come back to life as zombies.

I switched it back to running in a 640×480 window rather then going full screen at your current desktop resolution.

Aside from that I dont think I made any significant changes other then maybe tweaking a few little things.

Download Windows PC version from ModDB

TheyDoNotDie R16

There is now a level selection screen (you can use maps made with the level editor from R12). The maps are now no longer incorrectly flipped (the placement of tiles was flipped from what it was before I started again from scratch). There are still sidewalk tiles specific for convex corners but the rest of the sidewalk tiles have been replaced with one generic sidewalk tile (There was too little of a difference between them and I noticed that even I ended up using the wrong sidewalk tiles a lot of the time). The health bar is back as is the energy bar. You can run again (hold shift). Zombies no longer die from a single hit and instead have a limited amount of health. Dead zombies leave behind a corpse rather then just disappearing. The size of zombies is now randomized to some extent. Their amount of starting health, the size of their sprite, the size of their corpse, and everything else about the zombies scales correctly to their size. I increased the zombie count to 1000 (four times the previous default) and also increased how much blood can be dropped.

Download Windows PC version from ModDB

TheyDoNotDie R15

You can shoot again. If you shoot a zombie they die. If a zombie gets too far away they are repositioned closer by. The darkness around the border of the screen and the cloud shadows or whatever you want to call is back.When you get too close to a zombie the borders of the screen turn red and the camera zooms in. When you or a zombie is injured blood is dropped. I’ve worked back in on screen text but unlike with the older releases this time text is textured onto polygons so it scales perfectly with the resolution of the screen. I think that is pretty much everything that has changed. Still not as complete as the twelfth release but its getting there.

Download Links for Windows PC version

zombies and framerates

So you probably noticed that the frame rate is a LOT better in the more recent releases of They Do Not Die (I know I’m crazy inconsistent about when I do and don’t type that out with spaces between the words. Which way do you prefer?) then the ones from before when I was still making it with DarkGDK (R12 and everything before that). Part of that is the result of just how I’m making the game now (SDL+OpenGL > DarkGDK+DirectX) and part of it is the result of the newer releases incompleteness (I just worked back in blood for example and when its all on screen it currently takes out a surprisingly big chunk of that improved performance). The thing is that frame rate consistency is important. Games can be made frame rate independent (for example rather then having a set movement speed per frame you can make a characters movement speed based on how much time has passed since the last frame) but its a little bit more work and if precautions aren’t put in place then depending on how things are setup then framerate independence can cause things to seriously misbehave if the framerate gets to low or to a lesser extent possibly also if the framerate is too high. Making the game framerate independent is something that ideally I would like to do but I dont consider it a priority and would rather spend the time on implementing other features rather then working in framerate independence and correcting any problems that arise from it. The only people that would benefit from it anyways is the people with higher end computers that are capable of getting the game running at abnormally high speed and admittedly I’m really making this game for myself and my computers a bit outdated. If you have a computer that can run Crysis then you probably have funner things to play with then any of my games. So then if the game is going to function on the assumption that its running at a constant rate then it needs to be throttled to insure that it it doesn’t surpass that rate (ever play a REALLY old game that was running too fast? yeah its not good) and be made simple enough that it can be realistically obtained. So then that raises the question of what that rate should be. The standard tends to be to go with either 30 or 60 frames per second. The original ran at 30 which was more or less alright (or at least it was when it was reaching it which it didn’t always do consistently on my PC) but blah blah blah I dont feel like typing this out anymore.

TL;DR – The games framerate was capped at 30 once before and soon it will be again.