They Do Not Die 2 v0.6 PS3 Homebrew Game PKG is Released
This weekend PlayStation 3 developer ThatOtherDev has updated his ongoing PS3 homebrew PKG game to They Do Not Die 2 version 0.6 with the changes detailed below.
To quote: Here is another updated version of They Do Not Die 2. Not a lot has changed but there is now a Wii version.
Notable changes:
Added on screen text showing the highest number of zombies you have ever killed before dieing (if you pass that high score then the new number will get saved when you die).
You can now play with up to four people (it was previously limited to two).
The position and size of the health and energy bars during multiplayer has changed.
There are now four different kinds of wooden crates (the differences are only cosmetic).
This guy is amazing at making games. I'm just starting to wonder when he is going to make a 1st person game (or something of the such) because I think he is fully capable of doing so. Thanks for the update.
How awesome would it be if you can play this game on Xlink Kai using a LAN option.
Originally Posted by Foo
I'm just starting to wonder when he is going to make a 1st person game (or something of the such) because I think he is fully capable of doing so. Thanks for the update.
Well it would take him a lot of work but it would be awesome if he could pull it off.
They Do Not Die 2 v0.8 PS3 Homebrew Game Update Arrives
Following up on his previous release, this weekend PlayStation 3 developer ThatOtherDev has updated his homebrew game They Do Not Die 2 to version 0.8 for Windows, Wii and the PS3 console.
Download: They Do Not Die 2 v0.8 PS3 Homebrew Game PKG / http://platonicrobot.com/filehost/download.php?idnum=193 (Mirror) / http://platonicrobot.com/filehost/download.php?idnum=194 / http://platonicrobot.com/filehost/download.php?idnum=195
Below are the changes from his blog, as follows: Here is a small update for They Do Not Die 2 along with its first Windows release.
I’ve added blood and corpses. On Wii and PS3 they quickly shrink until they disappear but on Windows they fade instead of shrink (which I think looks a lot better) and there can be more of them in the game world at a time which means that they disappear more slowly.
I’ve also made a handful of minor and most likely unnoticeable changes (mostly related to city generation).