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What is generally understood as 'Generic code'?

A topic by Zaboo created 65 days ago Views: 196 Replies: 6
Viewing posts 1 to 4
Submitted(+1)

Hey there! This was my first time in the jam, and I made everything from scratch during the allowed timeframe.

I intend to participate next year too, but by then I might have worked on new projects with code I may be able to reuse, which to me raises questions about the jam's submission page, specifically the part where it says "Reusing generic code from an old project doesn't count either" when asking if you worked on the game before february.

What counts as generic code in the scope of the jam? I would imagine things like basic character controllers or dialogue systems, things that most games would have. But does the definition also include other more specific or higher effort systems (for instance, all the base code for a combat system, or a more complex movement system)? I'm not sure on where the line is drawn and I'd like to know ahead of time so as to not inadvertently include something that is not allowed.

Thanks!

Submitted (1 edit) (+1)

I guess the way I think of it is, you know how you're allowed to use a genre-specific engine, like the RPG Maker series?  You should be allowed to reuse code if it's effectively the kind of thing that an engine like that would do.  I'm not an authority, but that's how I interpret it.  Also the rules are intentionally pretty woggly, and as long as you report it in the "i started early" section, I'm sure a lot of people would forgive you for fudging the rules a little.

P.S. Welcome!  ...is what I would say if this wasn't also my first time. :3

Submitted

Makes sense yeah, I guess resuing stuff to a level similar to what a genre-specific engine offers is a good metric to use ^^

Host(+1)

i mean i'm not gonna be a huge stickler on this or anything.  mostly it's just, could this code reasonably be used for two games?  if it's something you've already written then i don't want to force you to retype it to maintain the purity of the jam or whatever.  but if you're essentially reskinning an existing game then that's not so much in the spirit of a game jam

but even then it's hard to make a hard and fast rule — like i've suggested zdoom as an engine before, and you could do plenty there with just a map, not writing a single line of code

Submitted

I guess I have to see what feels like in the spirit or not! I do get the general gist from this comment I think, it's helpful to see it from an angle of what I'd find fulfilling as a jam participant, since just reusing everything would feel quite hollow, and it's best to work mostly from the ground with some reusable code sprinkled in to have a fun time with everyone. Thanks!

Submitted(+1)

I'm guessing that elements and system that you've made before can be repurposed. I have a random-walk maze generator that I've heavily modified and used in almost all of my games. The text file reader and dialogue systems in my games are also largely reused. I'm guessing that if you want to make a camera game similar to this year's submission with most of the same code but a different main character you'll need to list it in the "started early" section. If you just use the code from your clothing menu and make an RPG game where you can equip different items you probably don't need to mention where parts of the equip menu originally came from.

Submitted(+1)

Makes sense to me, yeah ^^ I guess a simple or lower level system can be reused if one isn't just making something near identical to something they made already. That's mostly what I had in mind too, some lighter and general purpose things like dialogue or scene managers. Thanks!