I’m absolutely pro very small code size.
Like 4kb? It’s really painfull… believe me. It cripples structure, good programming practise etc. Size optimisation to the death really slows you down (a lot).
“Or like… only being allowed to use a single 512x512 texture for everything (no draw line, no shapes, nothing).”
I think that could work pretty well… or even 256x256 (65536 pixels)… a texture in that size would fit perfectly (ddraw limit).
The rules should be easy but somewhat flexible and the barrier should be low. The problem with those 4k contests was that a lot of people didn’t participate, because doing a game in 4k is actually more work than doing a game in let’s say 16k. And there might be people who want to use some lib like lwjgl (eg because they want to use some nifty alpha stuff).
So… hmm… eventually…
-2 weeks
-download size of max 256kb for java2d games and max 512kb for opengl games (download size includes libs)
-a maximum of 65536 pixels texture data. Eg one 256x256 texture (embedding pixel data in your class files is not allowed)
A game using lwjgl could use the space like this:
-300kb lib
-up to 50kb supporting classes
-50-100kb for the texture
-20-50kb for the actual game
-remaining space filled up with samples
Something like that maybe?