This jam is now over. It ran from 2016-01-21 05:00:00 to 2016-01-22 02:00:00. View 4 entries
Global Game Jam is coming at the end of the month. It's a massive jam with tens of thousands of participants making thousands of games in dozen of countries. So, to balance out the hugeness of Global Game Jam, the January Game Jam is all about tiny. This month we'll be making games on a budget, with caps on the amount of scripts, graphics and other resources you can use to make your game. It's about doing more with less, in the spirit of haiku (3 lines, 17 syllables), flash fiction and punk rock (3 chords, 3 minutes).
Here are the constraints:
Analog Games
Twine Games
Digital Games
Otherwise, use only what is absolutely necessary by your game engine to have a running game.
For example, in Unity, you can have only:
So, that component will be one of your allotted 10k of custom scripts which will serve as the hook into the scene for your code, which will have to instantiate everything manually. So: No Prefabs!
Anything you want a kinematic rigidbody in your scene, you have to add the old fashioned way:
var obj = new GameObject(); obj.AddComponent<BoxCollider>(); var rb = obj.AddComponenp<Rigidbody>(); rb.isKinematic = true;
And you just used 140 of your 10k bytes.
As far as other game engines, please just respect the spirit of the jam and use your judgement about what you use in your project.
This will be a little tricky, but I'm guessing we'll be pretty impressed with what people come up with, as usual. Have fun you guys!
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