Game Jam Brasil/2008/Rules: Difference between revisions

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# Create a game that can be used in the '''educational context''', such as promoting alphabetization and/or collaboration among students, as well as their creativity. It is up to the group to consistently justify the possibilities of using the proposed game with a view to education.
# Create a game that can be used in the '''educational context''', such as promoting alphabetization and/or collaboration among students, as well as their creativity. It is up to the group to consistently justify the possibilities of using the proposed game with a view to education.
# The usage of tools, libraries and art developed previously by the team will be allowed, provided that they are shared in advance through the wiki channel with the other participants of the GameJam 2008. The usage of libraries, images, sounds and videos from sources external to the project will be allowed only if they are licensed by the Open Source Initiative for code libraries and other licenses for free usage of artistic material.
# The usage of tools, libraries and art developed previously by the team will be allowed, provided that they are shared in advance through the wiki channel with the other participants of the GameJam 2008. The usage of libraries, images, sounds and videos from sources external to the project will be allowed only if they are licensed by the Open Source Initiative for code libraries and other licenses for free usage of artistic material.
# To use '''free technology''' with XO platform (Python, C, cairo, PyGame and others).

# The team must use their own computers/laptops
[To be finished...]
# '''deploy''' the application developed in the lent laptops for each team during the event
# Launch the game whit a compatible '''license''' under [http://www.opensource.org/licenses Open Source Initiative], preferentially under one of [[Open Source in Education|recomendadas pela OLPC]], including all the '''digital content''' of the game, like images and audio
#'''Do not''' utilize '''inappropriate contents''' to the target audience from the games, in this case children from 6-14 years old.
#Will have '''children''', that are from the target audience of the game, in the beginning of the competition for any team that wish to have contact and/or discover the wishes from the children.
#The laptop XO lent should be returned '''until''' the schedule time of the competition finish, whit the game developed by the team properly installed.
# The laptop XO should have the game properly installed and will be considered as the '''final version''' and will be used by the judgment commission to evaluate the game.
# The participants must have properly subscribed in the FISL 9.0 and the team should be present to the prize
# The result will be divulged in the end of the FISL 9.0.

Revision as of 02:17, 10 April 2008

Rules

In order to be accepted to go on trial, the partaking groups' projects must comply with the following requirements:


  1. Create a game that can be used in the educational context, such as promoting alphabetization and/or collaboration among students, as well as their creativity. It is up to the group to consistently justify the possibilities of using the proposed game with a view to education.
  2. The usage of tools, libraries and art developed previously by the team will be allowed, provided that they are shared in advance through the wiki channel with the other participants of the GameJam 2008. The usage of libraries, images, sounds and videos from sources external to the project will be allowed only if they are licensed by the Open Source Initiative for code libraries and other licenses for free usage of artistic material.
  3. To use free technology with XO platform (Python, C, cairo, PyGame and others).
  4. The team must use their own computers/laptops
  5. deploy the application developed in the lent laptops for each team during the event
  6. Launch the game whit a compatible license under Open Source Initiative, preferentially under one of recomendadas pela OLPC, including all the digital content of the game, like images and audio
  7. Do not utilize inappropriate contents to the target audience from the games, in this case children from 6-14 years old.
  8. Will have children, that are from the target audience of the game, in the beginning of the competition for any team that wish to have contact and/or discover the wishes from the children.
  9. The laptop XO lent should be returned until the schedule time of the competition finish, whit the game developed by the team properly installed.
  10. The laptop XO should have the game properly installed and will be considered as the final version and will be used by the judgment commission to evaluate the game.
  11. The participants must have properly subscribed in the FISL 9.0 and the team should be present to the prize
  12. The result will be divulged in the end of the FISL 9.0.