Retro Game Hackathon
Today it was my go to lead the monthly Sourcelabs meetup day.
For my turn I decided to change things up a bit. Instead of studying a new technology/framework/platform for a month and then teaching my colleagues a set of skills over the course of a day I went with a much lazier approach.
Instead I decided to a do a single day Hackathon Competition.
All I told my colleagues ahead of the day itself was that:
- They would have to make a game in a day.
- Making the game ahead of time, or even the specs for it will not give you an edge because..
- The rules of the competition will be revealed on the day itself
I also promised 100 euros cold hard cash to the winning game.
On the day itself I revealed what the day was going to be about:
Growing up in the 90’s and 00’s I used to play a lot of video games. Command & Conquer, Age of Empires, Simon the Sorcerer, Jazz Jackrabbit, Doom, Quake, Duke Nukem, Turok… the list goes on and on.
Simon the Sorcerer - one of my favourites
I loved those games.
My dad did not.
They were violent and often came with 18+ certifications.
So sometimes I would ask “Daaaaad may I please play on the computer?” to which he would almost invariable answer “Yes…. but only EDUCATIONAL games”
At first I would accept this methadone-like substitution for my computer based blood lust and play “Encarta ‘95” or whatever dad approved software he allowed me to run. But after a while my brother and I realised we could sometimes convince him “No no no dad! Age of Empires… IS EDUCATIONAL!! It is a history and strategy game that teaches us about famous battles and civilisations and culture”
And so the only stipulations for the game hackathon would be:
- It must be fun
- It must be educational (or at least you must be able to plead its case)
- It must be retro
And that was it. My colleagues began.
Watching the reactions was intriguing.
Most people dove into a corner, popped on some headphones and got to it.
Some people lamented “Ohh I don’t use AI at work, I don’t have the experience to do this” or “I don’t play games” or some other excuse. I helped whoever needed help to get up and running (i.e. gave them access to my codex pro account and installed opencode with openspec).
I have done a lot of these training days over the years (some of my training subjects: Akka, Kafka, Phaser, Unity, Databricks, Neo4J, WebAssembly) and this was by far the most successful. I’ll tell you why:
- I have never seen my colleagues this quiet. There were many looks of intense focussed concentration.
- There was a lot of swearing “ Oh FOR F@#$S SAKE!? WHY?!?!!?”
- There was a lot of victorious air punches “YESSSSSSSSSSS!!!!!! …. It works”
- When my (slightly impatient) colleague asked if we could wrap things up an hour and half earlier than I had originally planned I floated this past my other colleagues “Heeyy Guyzzzz… sooo some of us are already done with their projects and I was just wondering how you would feel about stopping a bit earlier?” this was greeted by a very angry chorus of “WHAT!!!?!?!??! NO!…… NO that was not the original agreement”
Learn about Rotterdam, don’t get stabbed
At 15:00 or so an ex-sourcelabser came by and made the comment “I’ve never seen everyone pay so much attention at the end of a workshop day” and he was right. Normally, after a full work week on a Friday by the time 15:00-16:00 rolls around we’re all pretty beat and looking forward to a nice dinner out together and the start of the weekend. But this time I could see people urgently fixing those last bugs, adding that last feature.
Then at around 16:00 we demoed the games. Each game was demoed by the creator for a few minutes, then the game (which also had to be hosted) could be played by the group for a few minutes.
The main point I wanted to make with my day’s activity was: you can do achieve a lot in one day if you are motivated and having fun.
But I was not ready for what I was about to see. My colleagues blew me away with what they made.
A few examples:
- A full on 3-d point and click adventure engine that had our office as the environment of play
- A 2d Tony Hawkesque maths game
- A geography game where one drives around the Netherlands answering general knowledge questions
- An Alice in Wonderland quiz game
- A hotel maths game
- A space invaders maths game
- A circuitry based logic puzzle game
- and many more
A screenshot from after the hackathon of the fully playable game
I somewhat regretted making it a competition since so many of these games were phenomenally impressive.
I announced the victor, Elena, who had created a truly enchanting Alice in Wonderland game, complete with music, fun questions, novel level concepts and a very modern retro aesthetic. She then refused, despite several insistances on my part, to take the 100 euros prize money. I could see my Dutch colleagues wincing in physical pain as I knew they would have had zero trouble taking the cash.
All in all I really enjoyed showing people that today with the combintaion of cold calculating robotic agentic AI and their own warm impossible-to-truly-replace human creativity they could achieve much more than they perhaps thought they could and they could truly enjoy it.
The winning game’s first level