So last year I was of the opinion that if someone wanted to use OpenGL, it would be silly to tell them they can't participate because of it.
This year, my opinion has evolved somewhat. Let's be honest: there are a lot of game jams, just go look at
Compohub. The SFML game jam is never going to be as big as events like Ludum Dare and the Global Game Jam. As Grimshaw said, there are basically two reasons to even run the jam at all:
- To have a small jam among community members for fun and an excuse to work with each other and see the fruits of everyone's labor at the end.
- To demonstrate the variety and quality of games made under tight time constraints with SFML to the game development community, and to provide good examples of interesting SFML uses or best practices.
The last jam very clearly fell under the first scenario. There was no publicity, and the whole thing was contained to a couple threads on the forum. Restricting the use of OpenGL in this setting doesn't do a lot of good.
If we were operating under the second set of assumptions, at the very least entries should be clearly marked as to whether or not they use SFML for rendering. I would argue that if we're really trying to showcase SFML, then there need to be some changes:
- Featured Games: Several (1-3?) of the entries should be "featured" by the SFML community and website. What do I mean by featured? Well, I'm really trying to avoid using the concept of "winners", but these games should essentially be the "best" entries. How is best defined? Well, if we're going to show these entries off on the front page, or bring some other form of prominent attention to them, they should be good examples of what can be done with, or how best to use SFML. That sort of leads me to a few other ideas...
- SFML Requirement: In order to be considered as a game to be featured, the entry must use SFML for rendering. Not to say that games using OpenGL don't belong in the jam, they just wont be eligible to be chosen as featured entries.
- Open Source Requirement: In addition to using SFML for rendering, games that want a chance at being featured must be open source so that others have good examples of how to use SFML, or how that awesome visual trick was done in just a few simple lines, or whatever.
So, really, it's a question of who we're doing this for. Ourselves (the SFML community), or others (those who don't know about or haven't used SFML). Personally, I would prefer to see the jam focused on showing off SFML to others since there are a bunch of other general game jams to participate in.
tl;dr:
What Grimshaw said.