First time we’ve run this courseAll materials will be available onlineThere is a participant and trainer manualsWill also deliver this course online in July
List the ideas here.
Have a quick play of Bonk Out.Demonstrate how to start Kodu Game LabNavigate the menu and play a game.
Link to the sample world: Getting to know the bots
These are not the complete list!When gamepad A buttonWhen bump rockWhen see rock close byWhen green rock close byDo jump highDo color randomDo express heartsDo move quickly
Ask participants to create a simple 2 bot game. Use the small world with water world.
TO DO: Add line WHEN bump bot DO win
Edit and include video interview with Damian
Show Kodu Game Lab Sample: Open World
Explain and demonstrate how the world building tools work and give the participants time to create their first world.
Demonstrate the sample world: Race
Demonstrate the sample world: Side Scrolling / Coins
Demonstrate the sample world: Maze.
Demonstrate the sample world: PacKodu
Code for a 30 second timer
First example with a creatable.
There is a problem with the recipe on this page!The red score have 0 pointsThe black score should have 2 points
There is a problem with the recipe on this page!The red score have 0 pointsThe black score should have 3 pointsThe stick should be called save point 2
Problem with the code on this page as well!
Designing games with kodu_game_lab_v1
Game Design with Kodu Game Lab
Kourse OverviewModule 1 What is Kodu Game Lab What is a GameModule 2 Solve three tutorials Learn about bots and objects Write our first programModule 3 Generate Game Ideas Look at School Examples from Australia Design templates used by students
Kourse OverviewModule 4 Design Patterns and Code Recipes Game SpaceModule 5 Game Progress Game Play Game CommunicationModule 6 Design Process Debugging and Troubleshooting
Module 1 Activity 1.1If you were a game character what would you be like?
Activity 1.1Name: ImberiusPowers: The ability to steal food from others without being detected.3 Things that make me special:1. Stealth2. Pick pocketing3. Charm
Activity 1.2• Kodu is a visual programming language made specifically for creating small 3D games.• The language has a visual nature and allows quick design iteration using only an Xbox game controller for input (mouse/keyboard input is also supported).
Kodu comes with a large selection ofbuilt-in worlds or you can create a newone from scratch.
Understanding the Programme• Different Bots and Objects do different things.• Each Object can have up to 12 pages of code. These are the different STATES.• Each page (or state), can have up to 7 SCORES (lines of code).• A line of code is based around WHEN DO (see next slide).
Activity 1.3 What is a game? Record the names of five (5) of yourfavourite games in the space provided in your manual.
Activity 1.3What are the key factors that makes a game, a game?
Activity 1.3• Games are fun.• Games have rules.• Games have an objective.• Games have winners and losers.• Games require players to make decisions and require skill.• Games are an experience.
Activity 1.4Game ReviewName: Bonk-OutObjective: Knock over the castles while protecting the sticks.Rules: The A button launches the pucks. Push bots can alsolaunch pucks. Pucks destroy everything but the player. Theplayer can control the pucks by bouncing them away.Why is it fun? The game is fun because it is simple and fastmoving.
Activity 2.5: Programming BotsOur first game:Ideas• Tag• Treasure HuntRequirements• 1 bot that the player controls• 1 bot controlled with AI
Kodu ‘Make Game’ Resources• Nicki Maddams: http://www.interactiveclassroom.net/?page_id=189 – Games & Video: http://www.interactiveclassroom.net/• Mr Dorling: http://bit.ly/xpWfJP• Macquarie University: getting started with Kodu Game Lab http://bit.ly/AyXbdQ• Kodu Curriculum: http://bit.ly/x6JUGD• Kodu Trainers’ Manual: http://bit.ly/A5hR0S• Kodu Participants’ Manual: http://bit.ly/A8tlLh
Module 2: RecapWe have covered:• We have completed Tutorials 1,2 & 3• We met the bots and objects• We have an understanding of the Kodu Game Lab programming language• We have written our first program
Activity 3.1: Generating Game IdeasIf we were going to start making our firstsecond Kodu Game Lab game now (we’renot), what would you make?Think of an idea for a Kodu Game Labgame, record your idea in your manual.
Activity 3.3: School Case Studies Yarra Road Primary School •Grade 5 and 2 students working together in pairs •Cyber safety theme •Requirement to include a maze
Activity 4.2: Game Design Patterns• A way to describe design choices that reoccur in many games• An explanation to why these design choices have been made• A guide of how to make similar design choices in your own game project – What is required to make the pattern emerge – What consequences can the pattern have on game play?
Activity 4.2: Game Design PatternsNameProblemSolutionConsequences
Activity 4.2: Kodu Game Lab RecipesCode RecipesAre language specific solutions to commoncoding problems.
Activity 4.2: Kodu Game Lab Recipes• Game Space• Game Progress• Game Play• Game Information
Activity 4.3: Game Space PatternsOpen WorldGames using the open world design patternsallow the player to roam wherever they want.Open world games usually involve non-lineargame play with players able choose thesequence in which they complete game tasks.The camera follows the player (which is thedefault with Kodu Game Lab) and thereforeopen world games are more suitable for singleplayer games.
Activity 4.3: Game Space PatternsRaceRacing games require the player to racearound a pre-defined track or space. Oftenthere are checkpoints, with goal either tobeat opponents or register a fast time.Racing games closely mirror real life racesand are therefore a simple pattern tounderstand and to play.
Activity 4.3: Game Space PatternsSide ScrollingA platform game is a game that the player canonly move in 2D dimensions, it also called aside scroller. Side Scrolling games usuallyrequire the player to do lots of jumping, overgaps and over other obstacles that may or maynot be moving. Side scrolling games wereextremely popular in the 80s and have anostalgic feel when played.
Activity 4.3: Game Space PatternsMazeUsing a maze as your game world turnsyour game into a puzzle requiring the playerto use skill to find the correct route. Somemazes have a single route that needs to bediscovered while other mazes have multiplepossible routes.
Activity 4.3: Game Space PatternsFixed BoardSome games spaces are small fixed areas.These game spaces are more suited tomultiplayer games without split screenfunctionality. By having a set space and afixed camera all players have the sameperspective.
Activity 5.1: Game Progress PatternsTime LimitTime Limits require a player to complete anaction or achieve a goal or alternatively sets atime that the player must survive in the game inorder to win. Countdown clocks usually displaythe time remaining to give the game a sense ofurgency. Some games feature time bonusesthat are gained through achieving certain tasks.
Activity 5.1: Game Progress PatternsScoresScores are a numerical representation of aplayer’s success. Points can be added to aplayers score for achieving certain goals ordeducted for failed activities. A player’s score isusually displayed at all times during a game,often points achieved are displayed as anoverlay as the goal is achieved adding to thesense of achievement and progress.
Activity 5.1: Game Progress PatternsHealthThe health of the players bot can also beused to indicate progress within the game. Ahealth bar shows the current health of thecharacter and provides immediate feedbackto player.
Activity 5.1: Game Progress PatternsSave PointsSave Points (also called Check Points) areconvenient points in a game, usually after a hardsection of the game has been completed where thegame is either saved automatically or given theoption. If the user fails during the next section of thegame, the game is restarted from the save pointrather than returning the player to the beginning ofthe game. This alleviates the problem of playersneeding to replay easier sections of the game inorder to reach their sticking point.
Activity 5.1: Game Progress PatternsMultiple LevelsHaving multiple levels in a game is a greatway to convey a sense of progress to theplayer. Games also use levels to increasethe difficulty and/or introduce new gamemechanics.
Activity 5.1: Game Progress PatternsVideo: Halox Dual
Activity 5.2: Game Play PatternsPower UpsPower-Ups give a time limited advantage to the playerthat picks them up. Power Ups require players to makestrategic decisions about when to use them as power upneed to be earned or require time to recharge.Power Ups solve the problem of having to complete avariety of tasks of varying difficultly as they let the userhave increased abilities to face harder challenges withoutmaking the tasks (without power ups) too easy.
Activity 5.2: Game Play PatternsTransfer of ControlSome games allow the player to controldifferent characters at different stages of thegame. This could include when a player’scharacter enters a car or boards a boat. Thenew character would usually have differentabilities and therefore the game play would bedifferent resulting in greater interest for theplayer.
Activity 5.2: Game Play PatternsBig BossGames or levels in games often finish with abattle with a Big Boss. The Big Boss is amuch more difficult opponent and often hasdifferent abilities to the previous opponents.Battling the Big Boss is a great way to builda sense of progress and to give closure togame.
Activity 5.2: Game Information PatternsAlarmsAlarms can be used in games to warnplayers of danger. They can be usedindicate that a phase of the game is about tobegin or end. Different sounding alarms canbe used to notify the player of differentevents.
Activity 5.2: Game Information PatternsIn Game InformationDialog boxes can be used to displayinformation to the user, this information maysimply notify the user of their progress in thegame or it may provide information that theplayer needs to successful complete thegame.
Activity 6.2: Troubleshooting and DebuggingIdentifying risks: Can we do this in Kodu?There are many things that are possible orimpossible to create with Kodu Game Lab.When designing a new game it is crucial thatthe game designer identifies the parts of thegame that may not be possible and createsthem first, that way if the game is impossible tocreate time has been wasted creating the otherparts.
Activity 6.2: Troubleshooting and DebuggingDebugging: Why isn’t this working?When the game is playing as expected thereare debugging lines that can be turned on.As the name suggests the Debugging Linesof Sights and Sounds will show where thebot can and can’t see and hear and is veryuseful in discovering why any code is notworking as expected.
Activity 6.2: Troubleshooting and DebuggingCopy, Paste, Clone: Is there a quickerway to do this?When creating multiple bots with the sameprogramming it is quicker and easier toclone and paste the bot or object. Bots andobjects can also be cut and pasted betweenprojects.
Activity 6.2: Troubleshooting and DebuggingUsing Versioning: Whoops I changedsomething I shouldn’t have!When saving major changes to Kodu GameLab games it useful to save it as a newversion. This effectively creates backups ofyour game which is useful if you happen tomake changes that cause your game to stopworking.
Activity 6.2: Troubleshooting and DebuggingUsing the Resource Meter: Why is mygame running so slowly?Kodu Game Lab is for making small gamesand when games get too large Kodu startsto slow down, often making the gameunenjoyable and unplayable.
Activity 7.2: Getting Help Online• Workshop Resourceshttp://media.planetkodu.com/workshop/resources.html• Planet Koduhttp://planetkodu.co• Kodu Kwestionshttp://planetkodu.com/kwestions
HELP??Download Kodu Game Labhttp://fuse.microsoft.com/koduJoin the Kodu community at:http://planetkodu.com