Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Are self made workflow assets allowed? Possible flaw in the rules.

A topic by TantanDev created Aug 17, 2019 Views: 525 Replies: 10
Viewing posts 1 to 5
Submitted (1 edit)

Similar questions have been asked, but the rules kind of points that something like this should be fine.


I have a library that is essential for all my projects, it solves data and event dependency spaghetti code.

It doesn't provide any gameplay functionallity, only gives quality of life tools that makes it easier to write code. (It's also open source)


The rules specify

Asset store assets are not allowed either, except for the ones that don't contribute to the game itself but make the workflow easier.

By reading the rules, only asset store workflow libraries are allowed, not self made.

Meaning, by the rules I can not do this, it feels like a flaw in the rules.

Host

By assets that modify the workflow we meant assets like editor extensions (odin, text mesh pro, pro builder, etc.). Assets / libraries made before the jam aren't allowed.

Submitted

Does that mean I can't use these assets?

Zenject: Dependency injection library.

UniRx: Reactive library.

(These are not editor extensions)

These libraries are used widely and professionally, and my workflow involves these libraries.

(2 edits)

The rules are fairly simple: you can use premade or external assets only if they only help you develop the game, not if they are a part of the game. As a super simple rule: if you can delete or move the assets you used before you build your final game to submit, then it's fine to use them. But if the assets do end up in the actual built game, then they must be self-made during the week (or specifically approved of in the rules, such as Package Manager assets, or generators that you control as the developer).

Submitted (1 edit)
if you can delete or move the assets you used before you build your final game to submit, then it's fine to use them. But if the assets do end up in the actual built game, then they must be self-made during the week.

How can Bolt be allowed then?

(5 edits)

I never said Bolt was or wasn't allowed. I don't know much about Bolt, it's a visual coding thing right? Well if Bolt uses a custom asset to translate it's C# code in the game, then it wouldn't be allowed, but if it literally just helps you generate code, then that fits the rules. If you read the rules, it says "Generators are allowed, as long as you have some control over the output". So assuming all Bolt does is help you visually write code, then the rules specifically allow it.

Submitted (1 edit)

https://itch.io/jam/cgj/topic/515740/is-bolt-allowed <- Bolt is allowed.

Ah okay, thanks for clarifying.


I think it's a shame though that I can't even use dependency injection libraries, It's essentially just a workflow tool.

And also annoying that I can't use my preffered json libraries, I'm basically forced to use Unity's json tool or the native C# one.

I just have to live with that then :P

(1 edit)

I suppose, although why is Zenject not allowed? Does it rely on pre-compiled libraries? I know even less about it than Bolt, but C# coding tools are generally fine. I mean, most of us use Rider or Visual Studio, rather than notepad or vim, because any tools that help coding easier is fine. But yeah, using actual code libraries or extra binaries is limited to Unity, packages from the Package Manager, and C# standard (can't remember which version Unity uses, I think it's C#v4).

Submitted

Well with Zenject you have to write code to use it. (It isn't just an editor tool)

Submitted

And post processing is allowed or not ?

If you would read the 6 rules, one of them says:

You can use the tools that are in the Unity Package manager, except for the standard assets.
Since Post Processing is in the Unity Package Manager, then it is allowed.