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SpeedHack

Rule-O-Matic

Rule-O-Matic

Don't read too much into the results of these sample spins! The method of picking rules is yet to be tweaked to its full potential, and until a good selection of rules have been added, it's rather meaningless.

Once the Rule-O-Matic has been spun for a final time, the authors of the selected rules will be contacted in order to add clarifications and last minute twists. They won't be allowed to do anything drastic, and to limit their advantage of a heads up, they won't know for sure which of the rules atually were selected. (For example, they may be notified that one of three specific rules have been selected.)

Here is a sample spin, with the following rules being chosen:

  1. Genre requirements

    Survival (Great)

    The objective of the game should be to stay alive, especially through difficult situations. The game could be unbeatable, and only ends when the player dies, or there could be an achievable end, it doesn't really matter :). As long as staying alive is a priority...

  2. Technical requirements

    There is 1 technical requirement:

    Murphy, who? (Good)

    The game should apply Murphy's law in some way or another. Be it by story line, or by the player losing whenever he decides on using his luck, etc... Its all up to you!

    The more creative the use, the better.

  3. Artistic requirements

    There are 2 artistic requirements:

    Physical Criminality (Excellent)

    Your game must have, and flamboyantly reject, an opportunity to obey the laws of physics. For example, you could distort space-time, invert gravity, make a world where it's impossible to create a perpetual motion machine that doesn't keep getting faster and faster, or simply decree that water is flammable. Bonus points if you can make your penchant for illegal behaviour an integral part of a fun game.

    Growth (Good)

    Growth:

    Things have to grow inside your program.

    Growth can be aging, evolutionary, biological or genetic. This could be applied to game play, game objects, game AI or any other aspect of the game.

  4. Bonus rules

    There are 2 bonus rules:

    Act of Asimov (Great)

    You may omit one other rule if your multiplayer game features an AI that can play as a player.

    Act of Punk (OK)

    Instead of following all the rules, you can break all of them! You need to do your best NOT to meet any of the requirements (of course standard rules still apply, like the size and time limit). For example, if a rule says your game needs to be inspired by outer space, your game can not FEATURE anything related to outer space, and not just not be inspired by outer space.

  5. Other Important Info

    All entries must comply with all requirements except where nullified by Act of Dog.

    All entries must be submitted on or before 12:00 UTC on Monday 25th July without fail. All entries must be supplied in a ZIP file equal to or less than 250 KB in size. All source code, makefiles, documentation, and references to additional libraries used must be supplied in the ZIP file.

    You can assume that everyone will have a copy of Allegro (standard installation) installed. You do not need to supply one. It is okay to use a more recent version of Allegro, but if someone is unable to compile your game because of that, it's your fault. You should consider uploading binaries for people who have problems compiling the source onto your own website. I will be checking that the binary and source match up, so adding enhancements to the 'competition binary' is not permitted..

    If source code is reused from legal sources (your own, GPLed, public domain) you should declare this and what changes have been made, so that your work can be assessed for the voting.

    People should keep a informative and interesting account of their development through the competition. This can be sent after the competition for those people with no Internet access over the weekend. This does not affect your space requirement.

    A web-based "blog" update page will be available. This will allow spectators to see what is going on :-)

    You can make use of all information sources, mailing lists as you see fit. This is not an exam! :-)




SpeedHack created by Arron Shutt.
1999-2003 logos by Arron Shutt. 2004-2007 logos by Johan Peitz. 2009 logo by Pedro Gontijo. 2011 logo by Mark Oates.
Copyright ©2004-2011 by Matthew Leverton.