New Game: Twisted Shootout

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Kiba
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New Game: Twisted Shootout

Post by Kiba »

Hey guys, I just released a new 2d shooter game called Twisted Shootout.

Everything is under GPLv3.

It is not the funnest game in the world but it is my best work to date.

You will need python and pygame to try out this very first version of the game. Since I didn't get much testers during the testing period, there might be some bugs with the game.

*Homepage of Twisted Shootout

*Download page

*How to install, run, and play

Already, I am hard at work developing the next version of the Twisted Shootout game. At the very least, I expect in the next version is that you can modify and make your own distribution of the map, graphic, an AI.

But of course, there is no guarantee that what I at the very least hope come in the next version.
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cool evil
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Post by cool evil »

It's okay i guess, played a bit then got bored. but i would suggest you to somehow remove the need to have python and pygame to install this. It's just a hassle for some people to install extra programs.
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Unnheulu
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Post by Unnheulu »

cool evil wrote:It's okay i guess, played a bit then got bored. but i would suggest you to somehow remove the need to have python and pygame to install this. It's just a hassle for some people to install extra programs.
Any ideas for this? Anyway since you play wesnoth then python is installed and so much is using pygame nowadays installing it is going to become inevitable.

@Kiba, I'll try it out when I get a chance, if I am correct it was for pyweek? Anyway, perhaps a bit of work on the GFX or is that deliberate? :P
Kiba
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Post by Kiba »

xer wrote:
cool evil wrote:It's okay i guess, played a bit then got bored. but i would suggest you to somehow remove the need to have python and pygame to install this. It's just a hassle for some people to install extra programs.
Any ideas for this? Anyway since you play wesnoth then python is installed and so much is using pygame nowadays installing it is going to become inevitable.

@Kiba, I'll try it out when I get a chance, if I am correct it was for pyweek? Anyway, perhaps a bit of work on the GFX or is that deliberate? :P
It was for PyWeek, but I never finished my entry in time to be judged. It took me a few month to finish the first version of game.

I am a very slow programmer. :(

As for art, that is programmer art. I don't think you can expect any more other than terrible art. Look at really early version of wesnoth for example.
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Unnheulu
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Post by Unnheulu »

Can't see one on Libregamewiki ;) Anyways, maybe now you have a kinda playable version you can do better art, look at TOBA in pyweek 4, that art was beautiful.
Kiba
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Post by Kiba »

xer wrote:Can't see one on Libregamewiki ;) Anyways, maybe now you have a kinda playable version you can do better art, look at TOBA in pyweek 4, that art was beautiful.
My art can't get better than this. I have terrible aesthetic sense.
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Jetrel
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Post by Jetrel »

Kiba wrote:
xer wrote:Can't see one on Libregamewiki ;) Anyways, maybe now you have a kinda playable version you can do better art, look at TOBA in pyweek 4, that art was beautiful.
My art can't get better than this. I have terrible aesthetic sense.
Bull. You can get as good or better than I am; you simply have to decide to do so.

:| Admittedly; if you declare that you will not; you most likely will not.


Yes, it takes at least 3-5 years to get good, but if you're really into consuming stuff in the medium, it's silly not to do it.
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Unnheulu
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Post by Unnheulu »

Kiba, how hard is it to build levels? Are they hard coded?

Also, instead of focusing on gameplay (You have that, just some minor tweaking) work on the ART, when someone loooks for a game they often look for the art.

So you want to be a pixel artist

Read that.
Dveman115
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Post by Dveman115 »

if you really have trouble with art, check out the charas project. You may not be able to use all the sprites that you can make with it, but some of them you will be able to use. Also use them as guidelines when you try to draw some sprites on your own.
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Post by Kiba »

xer wrote:Kiba, how hard is it to build levels? Are they hard coded?

Also, instead of focusing on gameplay (You have that, just some minor tweaking) work on the ART, when someone loooks for a game they often look for the art.

So you want to be a pixel artist

Read that.
It is hard coded and yes you can build levels but it is quite difficult to do so.

Basically you just change the integer in the hope that you got it right the first time.

But I am working on the map engine, expanding map size and writing a map editor so in the future that this will be possible.

For me, I still think that I need to refine the gameplay element to make it fun. I still have to code the AI and a couple of things to make the game interesting(Fog of war, stealth, booby traps, among other things). Arts will take a backseat until I complete the gameplay proportion.

I doubt anybody will contributes even though this is free software(as in free speech), it is still a commercial effort, not just something I wanted to make so I can entertain myself with.
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