Have you ever dreamed of building your own video game? Do you have fond memories of classic arcade shoot-'em-ups like Gradius, R-Type, Twin Bee, and Galaga? Then you've come to the right place.
Shooter Carnival is a community-driven effort to build a spectacular, feature-rich 2D shoot-'em-up that serves as a playable love letter to the golden age of arcade games. We're creating a game that's not only fun to play but also incredibly fun and rewarding to build, together.
We are on Discord, twiter/X and Itch.io,
Our goal is to create an open-source game where anyone, from absolute beginners to seasoned developers, can contribute meaningfully. This is a "Public Goods" project where the reward is what you create, what you learn, and the community you join.
- Build your portfolio: Every merged pull request is a concrete addition to your development experience.
- Learn Godot & GDScript: We provide a structured path with tutorials to help you learn one of the most exciting and user-friendly game engines available.
- Have fun: We're making a game! The process should be as enjoyable as the final product.
Worried about learning a new language? Don't be. We're using the Godot Engine with GDScript, a language so similar to Python that you'll feel right at home. If you are learning Python this a great opportunity to solidify your learning.
# This is GDScript. Looks familiar, right?
var speed = 400
var can_shoot = true
func _process(delta):
var velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
# ... and so on!We've specifically designed our initial tasks to be incredibly welcoming to developers with a Python background. You can jump in and start contributing from day one.
This isn't a chaotic project that will fizzle out. We have a detailed development plan broken down into Epics and Sprints. Every feature, from the player's first shot to complex boss battles and weapon systems, is mapped out. You can see our progress, find a task that interests you, and know exactly how your contribution fits into the bigger picture.
Ready to join us? It's easier than you think.
- Check out our CONTRIBUTING.md guide for simple setup instructions.
- Head over to our Issues Tab and look for a label called
good first issue. - Alternatively check our Kanban tab to see all tasks. Kanban?
- Grab an issue, make your contribution, and submit a pull request.
No contribution is too small. Whether you're fixing a typo, adding a sound effect, or implementing a new weapon system, your work is valued and will be immortalized in our CONTRIBUTORS.md file and the game's credits.
Using the following shoot-em-ups for inspiration and homage, our implementation will follow their release dates, starting with simple mechanics and going towards more complex ones
| Game | Year | Platform | Notable for | Homage |
|---|---|---|---|---|
| Galaga | 1981 | Arcade | Evolved the fixed-shooter by introducing enemies with dynamic entry formations and the risk/reward "dual fighter" capture mechanic. | A retro-themed bonus stage or a "classic arcade" section could pay homage to this foundational game's patterns and risk/reward mechanics. |
| Gradius | 1985 | Arcade | Standardized the selectable power-up bar, where collecting items allowed the player to choose their next upgrade from a list. | The iconic power-up bar is a proven, strategic upgrade system that could be a primary mechanic for player progression. |
| TwinBee | 1985 | Arcade | Established the "cute 'em up" subgenre and pioneered simultaneous two-player co-op in a vertical shooter. | Its bright, cheerful "cute 'em up" style and focus on co-op play are essential for a fun, accessible, all-ages carnival atmosphere. And two-player co-op. |
| Guardic | 1986 | MSX | Broke from linear scrolling with large, maze-like levels that required exploration, blending action with adventure elements. | An explorable "fun house" or "maze" level could break the pace from linear scrolling, adding a sense of discovery. |
| Zanac | 1986 | NES/MSX | Featured a dynamic AI that adjusted the game's difficulty in real-time based on the player's actions. | A dynamic difficulty system, adjusting the game's intensity, would keep the game challenging and engaging for all skill levels. |
| Darius | 1987 | Arcade | Innovated with a unique three-screen panoramic display and pioneered branching level paths, drastically increasing replay value. | Branching paths allow the player to "choose their next attraction," adding significant replayability. |
| R-Type | 1987 | Arcade | Defined a more methodical, strategic shooter with the "Force," an indestructible, detachable drone used for both offense and defense. | The "Force" drone concept could be implemented as a key power-up or a "helper" character won at a "skill tester" game. |
| Aleste | 1988 | Sega Master System | Speed and complex power-up system, proved arcade-quality shooters were possible on home consoles. | Its high-speed action and deep weapon system could inspire a "high-octane" challenge stage or a core mechanic for a fast-paced player ship. |
| Parodius | 1988 | MSX | Created the "cute 'em up" parody subgenre by satirizing Gradius with absurd, comical, and surreal themes. | The self-referential humor and wacky themes are a natural fit for a "carnival" setting, allowing for playful and surreal level designs. |
| Space Manbow | 1989 | MSX2 | A technical showcase for the MSX2, featuring advanced parallax scrolling and detailed sprites uncommon on home computers at the time. | Its focus on impressive visuals and detailed environments serves as a reminder to make the "carnival" a visually spectacular experience. |
| Xenon 2 Megablast | 1989 | Amiga 500/Atari st | Featured an in-game shop for purchasing weapon upgrades between levels and use a dance track creating a high-energy atmosphere | Using a high-energy track is perfect for a "main" attraction. The in-game shop directly translates to a "build-a-weapon" where players can spend tickets won from levels on new ship upgrades. |
| Raiden | 1990 | Arcade | The archetype of the military-themed vertical shooter, perfecting the formula with satisfying weapons and polished presentation. | Represents the quintessential, reliable attraction of the Shooter Carnival — pure, polished, and satisfying vertical shooting action. |
| Xexex | 1991 | Arcade | Combined mechanics from its competitors, featuring a detachable drone like R-Type and charge shots like Gradius. | Its "best of both worlds" approach is the essence of a carnival, suggesting that combining mechanics from different classics can create a new experience. |
| Axelay | 1992 | Super Nintendo | Combined horizontal and pseudo-3D "Mode 7" vertical scrolling stages. Introduced a strategic weapon-loss system upon taking damage. | The mix of vertical and horizontal stages is a perfect fit for a "carnival" theme, offering variety. |
| Last Resort | 1992 | Neo Geo | Established a new standard for gritty, atmospheric art direction with its dark, detailed cyberpunk aesthetic inspired by Akira. | Its aesthetic could inspire a darker-themed stage within the carnival, providing visual contrast. |
| Super Laydock | 1992 | Super Nintendo | Notable for its weapon customization system, allowing players to combine parts to create unique shot types. | A "build-a-weapon" workshop or customization screen before a level would add strategic depth and player expression. |
| Gunbird | 1994 | Arcade | Solidified the character-focused shooter template, with a cast of characters having unique shot patterns, bombs, and story endings. | Offering a cast of distinct playable characters, each a different "performer," would perfectly match the carnival theme. |
| DonPachi | 1995 | Arcade | Originated the "bullet hell" (danmaku) subgenre, shifting focus to navigating dense bullet patterns and introducing a combo scoring system. | A "Shooter Carnival" would be incomplete without a "bullet hell" attraction, offering a modern, high-difficulty challenge for expert players. |
| Einhänder | 1997 | PlayStation | Introduced a deep tactical layer with its "Gunpod" system, allowing players to strip weapons from enemies and switch them on the fly. | The weapon-stealing mechanic could be a unique game mode or power-up, like winning a prize (an enemy's weapon). |
| Ikaruga | 2001 | Arcade | Revolutionized the genre by turning it into a puzzle game with its core polarity-switching mechanic (absorbing same-colored bullets). | The polarity mechanic could be the basis for a unique "puzzle" or special stage that tests reflexes and pattern recognition. |
Let's build something amazing together!
