After some further discussion on IRC, we're going to allow copyleft licenses. Updated rules ahead. As we require participants to have some kind of license, I also prepared an introductory text for those without clue. If you have a clue, that text isn't really meant for you, but feel free to read it anyway or skip it at your discretion. It's not part of official rules and I ask everyone to not start flames about licenses. If you wanna have civilized chat about it, come to #sfmlgamejam @ BoxBox IRC.
Time Frame:1. Participants are given
16 days (Saturday midnight UTC to Monday midnight UTC) to work on their game.
2. The theme of the jam is released
24 hours before the jam officially starts, and everyone is encouraged to use this time for brainstorming ideas.
3. Additional 48 hours are given to participants for packaging the game. No major development should be done in this time.Submission Info:4. A link to source is required when submitting.
Source and any assets created for the game has to be release into Public Domain or under permissive or copyleft license unless they're a derivative work of someone else's work, which can't be released so. Participants are encouraged to use permissive license for maximal reusability of the work. Recommendations for participants not fond of any given license are given on the bottom of the rules.5. A link to a playable version of the game for either Windows, Mac, or Linux is required when submitting. This must include the executable and all assets/extras needed to run the game.
6. Games with NSFW or shocking content must be marked as such.
7. You are allowed to submit as early as you want, but there is no reward for doing so.
Rules:8. You can work on a team
of any size, or by yourself.
Team size and members must be stated when submitting.
9. You only have 16 days to create any original code and audio/graphic assets needed for your project. Any resources are allowed as long as you have rights to use them, but you shouldn't work on creating or obtaining any resources meant specifically for the jam between theme announcement and jam beginning.10. Game
should be based on the theme, but how the theme is interpreted is up to you!
11. Any programming language may be used, as long as SFML (or one of its bindings) is used.
12. External libraries are allowed, but not SFML's competitors, such as GLFW, SDL, Allegro, etc. The use of OpenGL is allowed, however.
13.
You have to give credit to original authors of any resources you use, that are not your own, even when the license doesn't enforce that. (Mostly so it's clear what is and what isn't your work.)14. Porting to other OS's after the
16 days mark
, as well as fixing small bugs in your game and any issues with your packaging is allowed and encouraged!
15. You're allowed to continue work on your game, but you have to keep the version made during the jam (with exceptions per rule 14) for voting.Themes:
16. Theme voting takes place before theme announcement. Each participant is allowed to vote.
17. Initially participants are allowed to submit theme ideas.
18. Theme ideas must not be offensive, vague, too similar to theme of any previous SFML Game Jam or recent iterations of any major game jam and must make sense.
19. Themes will be hand approved by SFML Game Jam organizers. Organizers can also slightly rephrase the idea. Approval or disapproval of any idea and any rephrasing is final.
20. The approved themes will be voted on in several rounds.
21. Each round each participant has limited amount of votes decided by organizers based on amount of approved theme ideas. The number of votes as well as the number of rounds will be known to participant at the beginning of the first voting round. Number of votes will be the same in all rounds including the final round.
22. Votes can be used to cast positive or negative points on ideas in the given round.
23. Theme ideas with best scores from each round will progress to the final round. Winner of the final round will be announced as the jam theme.
Voting:
24. Once delivery phase is over, voting takes place. Everyone with an account of the jam site has right to vote (even non-participants).
25. Voting takes place in several categories, that will be known to voters on the beginning of the voting phase.
26. Participants can decide to not take place in voting for some categories for any reason.
27. Winner in each category as well as overall winner will be announced once the voting is over.
License Recommendations:Those are just recommendations meant primarily for those that don't have any idea how to license the game. As code/assets without any stated license doesn't provide any rights and therefore can't be reused in any way, but are also (wrongly) seen by many as in Public Domain, it's important to always state your license and therefore your intentions with your work. All participants are free to use any other licenses as long as they're either permissive or copyleft.
This part is completely informal and meant just as help for those completely lost in the world of licenses. It's not meant to indicate some license or group of licenses is better than another. Things might be slightly simplified here for the sake of clarity, so read further sources and primarily the license text itself if you want to be sure. This should not be interpreted as a legal advice of any kind.
Once you pick your license or licenses (you can license different parts of your work by different licenses and it's usually good idea to split at least by code and assets as they behave quite differently), just copy it's full text, edit any parts like <author> or <year> and put in into file called LICENSE in your repository/work folder. You can also mention the license in your README or in header comment of individual source files, but that shouldn't be needed. You should always redistribute your license with sources and possibly even with binaries (that depends on license, but it doesn't hurt you to do so).
Generally speaking, you have three options. Let's dig into each a bit.
1. Public DomainThis option is for you, if you don't care tiniest bit what anyone does with your work. You want to give it to everyone, for free, to be used however they like. They can reuse any parts or the whole thing and don't have to bother you about it. You're basically giving it away, for real.
Unless you want to compose your own Public Domain statement, you've got two main options in this category and the nice bit is, you can license your code and your assets using one license, as you just waive all rights and there's not much to care about further.
Unlicense tl;dr;LegalCC0 tl;dr;LegalIt shouldn't make much difference which one you choose, the second one is probably slightly more popular, but that's about it.
2. Permissive licenseIf you don't want to give the thing away fully, but also want to let anyone use it for anything they want without much concern (that is including commercial use and about anything), you should consider a permissive license. Details might slightly differ, but mostly you require to get your copyright notice and that's it. No one has to bother you to reuse the work, yet you still own it.
Some good choices for code here are:
zlib tl;dr;LegalMIT tl;dr;LegalBSD tl;dr;LegalISC tl;dr;LegalApache tl;dr;LegalArtistic tl;dr;LegalThe first four are quite similar, short, permissive, the other two are slightly longer. What they allow and disallow also slightly differs, but the main idea is similar. The first one is used by SFML itself.
And you'll want to license the assets with a different one:
MirOS tl;dr;LegalCC-BY tl;dr;LegalHere, the first one derives from BSD license and gives roughly the same care to your assets, while the second one is probably the most popular permissive asset license.
3. CopyleftNow you not just wanna give, but you wanna everyone else to give back. That sounds wonderful, but also poses some limitations, as generally any derived work must reuse the same license and that's not always practical. Still, you can do this. There's also slight difference between strong and weak copyleft, where the first one demands even other components to adapt, while the second one only cares about itself, so it can be used together with things under other licenses.
Weak copyleft for your code:
Mozilla tl;dr;LegalLGPL tl;dr;LegalStrong copyleft for your code:
GPL tl;dr;LegalWeak copyleft for your assets:
Against DRMCC-BY-SA tl;dr;LegalFALI don't know about any way to strongly copyleft assets, as they mostly behave like solitary units.
If you're not sure you want to copyleft your code, you might consider one of the first two approaches as in that way, your work will become much more useful.
Some further reading to help you decide:
FreedomDefinedOSIFSFChooseALicenseIf you still don't know, probably just pick one of the three approaches and use the first one on list for code and for assets or ask around, but expect quite mixed feelings about any of them.
Regarding the license recommendation, I'm pretty sure some people would disapprove about something, as licensing is one of never ending hot topics around the software community. Please keep the flame down. It's meant for people totally lost in licensing so they have some starting point. If you have some serious practical objections (like I seriously misinterpreted something, which could happen as I'm no lawyer), approach me preferably on IRC or in some private manner to not induce flamewars. I'm prepared to fix any real issues with the text. Also note that the text is informal and not part of official rules. It's meant to help people, not to tell you which license to use, if you have any preferences.