regarding the Sourcecode requirement.

This post is just a collection of snippets copied from the “Rules and Guidelines”-Section of Ludum Dare ( http://www.ludumdare.com/compo/rules/ ) which all of the participants should have read:

 

4. All publicly available libraries and middleware are allowed.

6. Source code must be included.


This does not mean open source, just included source.  You retain all rights to it.  If you do not wish to provide source, consider entering the Jam instead.

Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post.

Comments

Suese
20. Dec 2012 · 06:57 UTC
I dislike the base code rule. There’s nothing to stop people from basically writting their entire entry before hand and modifying it / adding graphics once the competition starts. I still insist Ludum Dare is far too lax and far too easy.
20. Dec 2012 · 08:14 UTC
But using basecode is pretty much the same as using any kind of framework or tools like Unity. I usually use basecode too, which consists of classes like a tile engine that i wrote for previous ludum dare entries just to save me from having to type in the exact same class again if i need it. Writing the whole game beforehand is hardly possible because you usually don’t know what game you want to do until the compo starts.
20. Dec 2012 · 09:58 UTC
Even if you forbid base code, you can cheat by using it anyway.

If someone is prepared to write a complete game beforehand, that person is probably going to cheat anyway by still using base code even when not allowed :)
sorceress
20. Dec 2012 · 10:53 UTC
Before I became part of this community I had organised game jams on some other websites. The one discussion which never seemed to end was where to draw the line with regards to language/base code/frameworks/engines/ etc