Extra Challenge: Physics
As some people are adding crazy constraints to the already constrained process of making a game on your own in 48 hours (like programming an entry in assembly language), I’m also adding a – more modest – constraint to the game I’ll be making:
I’ll make a ‘physics game’ using the built-in Unity3D’s physics engine for this one. This could make it more challenging, as this kind of physics are a lot harder to tune than custom physics.
For the compo entries I did in the past, and for most prototypes PreviewLabs developed, I programmed my own physics. This is often the fastest solution, as you can implement the simplest physics model needed and save a lot of time on tuning while having full control over the physics’ behavior.
If the theme makes it too hard to create a physics game, I’ll at least use some physics in the game (even if it’s for a background effect).
By the way, by ‘physics game’ I mean a game in which the core game mechanics are relying on the physics engine.

BoulderBridge Prototype
The screenshot above is from ‘BoulderBridge’, the first prototype we did with PreviewLabs. It’s a ‘physics game’ with a concept similar to bridge builder or world of goo. With quite a lot of physics settings, tuning them took quite a long time; about a day – which is a lot if you’re making a game in 48h.
The first iteration of the prototype for this game took a week to complete with three programmers and one artist (so 3x 40h of programming and 1x 40h of art).
A game was based on the prototype, and it will be released soon for the iPhone. More info on the game and some screenshots of the iPhone version can be found here, on the website of Crazy Monkey Studios.










