2 Assistant Director, ideasLAB Ashley Spagnol Eltham Primary School IntroductionsRichard OlsenAssistant Director, ideasLABAshley SpagnolEltham Primary School
3 Kourse OverviewModule 1 What is Kodu Game Lab What is a Game Module 2 Solve three tutorials Learn about bots and objects Write our first programFirst time we’ve run this courseAll materials will be available onlineThere is a participant and trainer manualsWill also deliver this course online in July
4 Kourse OverviewModule 3 Generate Game Ideas Look at School Examples from Australia Design templates used by students Module 4 Design Patterns and Code Recipes Game Space
5 Kourse OverviewModule 5 Game Progress Game Play Game Communication Module 6 Design Process Debugging and Troubleshooting
6 Module 7 Next Steps Getting Help Online Kodu Kup Kourse OverviewModule 7 Next Steps Getting Help Online Kodu Kup
9 Activity 1.1Introduce Yourself If you were a game character what would you be like?This course is to be interactive.We expect you to ask questions, contribute ideas so that you get maximum value from this course
10 Powers: The ability to steal food from others without being detected. Activity 1.1Name: ImberiusPowers: The ability to steal food from others without being detected.3 Things that make me special:StealthPick pocketingCharm
11 Activity 1.2Kodu is a visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The visual nature of the language allows for rapid design iteration using only an Xbox game controller for input (mouse/keyboard input is also supported).
12 Visual programming language aimed at kids for rapid game development What is Kodu Game LAB?Visual programming language aimed at kids for rapid game development3D worlds and game playXbox Controller or Keyboard and MouseCurrently in Technical PreviewSmall Games
20 Activity 1.3What is a game? Record the names of five (5) of your favourite games in the space provided in your manual.
21 What are the key factors that makes a game, a game? Activity 1.3What are the key factors that makes a game, a game?
22 Games have an objective. Games have winners and losers. Activity 1.3Games 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.List the ideas here.
23 Activity 1.3“If you’ve written a software subroutine that takes more than ten arguments, look again. You probably missed a few. ” Alan Kay “A game is a problem-solving activity, approached with a playful attitude.” Jesse SchellTry not to over complicate the definition of a game.
24 Activity 1.4Game Review Name: Bonk-Out Objective: Knock over the castles while protecting the sticks. Rules: The A button launches the pucks. Push bots can also launch pucks. Pucks destroy everything but the player. The player can control the pucks by bouncing them away. Why is it fun? The game is fun because it is simple and fast moving.Have a quick play of Bonk Out.Demonstrate how to start Kodu Game LabNavigate the menu and play a game.
34 Activity 2.4: Programming Bots WHEN sensor filterDO action modifierThese 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
35 Activity 2.5: Programming Bots Our first game:IdeasTagTreasure HuntRequirements1 bot that the player controls1 bot controlled with AIAsk participants to create a simple 2 bot game. Use the small world with water world.
36 Activity 2.5: Programming Bots TO DO: Add line WHEN bump bot DO win
37 We have completed Tutorials 1,2 & 3 We met the bots and objects Module 2: RecapWe have covered:We have completed Tutorials 1,2 & 3We met the bots and objectsWe have an understanding of the Kodu Game Lab programming languageWe have written our first program
39 Activity 3.1: Generating Game Ideas If we were going to start making our first second Kodu Game Lab game now (we’re not), what would you make? Think of an idea for a Kodu Game Lab game, record your idea in your manual.
41 Activity 3.3: School Case Studies Yarra Road Primary SchoolGrade 5 and 2 students working together in pairsCyber safety themeRequirement to include a mazeEdit and include video interview with Damian
42 Activity 3.3: School Case Studies Laurimar Primary SchoolWorked in pairsProvided assessment criteria
43 Activity 3.3: School Case Studies Eltham Primary School
44 Activity 3.3: School Case Studies Elsternwick Primary SchoolShow video
45 We have started thinking about the games we may make. Module 3: RecapWe have covered:We have started thinking about the games we may make.We have learnt how some schools have used Kodu Game LabWe have
47 Activity 4.1: Designing Games Show the Tavish Hill video. Cut short if too long
48 Activity 4.2: Game Design Patterns A way to describe design choices that reoccur in many gamesAn explanation to why these design choices have been madeA guide of how to make similar design choices in your own game projectWhat is required to make the pattern emergeWhat consequences can the pattern have on game play?
49 Activity 4.2: Game Design Patterns NameProblemSolutionConsequences
50 Activity 4.2: Kodu Game Lab Recipes Code Recipes Are language specific solutions to common coding problems.
51 Activity 4.2: Kodu Game Lab Recipes Game SpaceGame ProgressGame PlayGame Information
52 Activity 4.3: Game Space Patterns Open World Games using the open world design patterns allow the player to roam wherever they want. Open world games usually involve non-linear game play with players able choose the sequence in which they complete game tasks. The camera follows the player (which is the default with Kodu Game Lab) and therefore open world games are more suitable for single player games.Show Kodu Game Lab Sample: Open World
53 Activity 4.3: Game Space Patterns Explain and demonstrate how the world building tools work and give the participants time to create their first world.
54 Activity 4.3: Game Space Patterns Race Racing games require the player to race around a pre-defined track or space. Often there are checkpoints, with goal either to beat opponents or register a fast time. Racing games closely mirror real life races and are therefore a simple pattern to understand and to play.Demonstrate the sample world: Race
56 Activity 4.3: Game Space Patterns Side Scrolling A platform game is a game that the player can only move in 2D dimensions, it also called a side scroller. Side Scrolling games usually require the player to do lots of jumping, over gaps and over other obstacles that may or may not be moving. Side scrolling games were extremely popular in the 80s and have a nostalgic feel when played.Demonstrate the sample world: Side Scrolling / Coins
58 Activity 4.3: Game Space Patterns Maze Using a maze as your game world turns your game into a puzzle requiring the player to use skill to find the correct route. Some mazes have a single route that needs to be discovered while other mazes have multiple possible routes.Demonstrate the sample world: Maze.
60 Activity 4.3: Game Space Patterns Fixed Board Some games spaces are small fixed areas. These game spaces are more suited to multiplayer games without split screen functionality. By having a set space and a fixed camera all players have the same perspective.Demonstrate the sample world: PacKodu
62 The importance of the game space The role of game design patterns Module 4: RecapWe have covered:The importance of the game spaceThe role of game design patternsThe role of Kodu Game Lab RecipesExplored common game space patterns and recipes
64 Activity 5.1: Game Progress Patterns Time LimitTime Limits require a player to complete an action or achieve a goal or alternatively sets a time that the player must survive in the game in order to win. Countdown clocks usually display the time remaining to give the game a sense of urgency. Some games feature time bonuses that are gained through achieving certain tasks.
65 Activity 5.1: Game Progress Patterns Code for a 30 second timer
66 Activity 5.1: Game Progress Patterns Scores Scores are a numerical representation of a player’s success. Points can be added to a players score for achieving certain goals or deducted for failed activities. A player’s score is usually displayed at all times during a game, often points achieved are displayed as an overlay as the goal is achieved adding to the sense of achievement and progress.
68 Activity 5.1: Game Progress Patterns Health The health of the players bot can also be used to indicate progress within the game. A health bar shows the current health of the character and provides immediate feedback to player.
70 Activity 5.1: Game Progress Patterns Save Points Save Points (also called Check Points) are convenient points in a game, usually after a hard section of the game has been completed where the game is either saved automatically or given the option. If the user fails during the next section of the game, the game is restarted from the save point rather than returning the player to the beginning of the game. This alleviates the problem of players needing to replay easier sections of the game in order to reach their sticking point.
71 Activity 5.1: Game Progress Patterns First example with a creatable.
73 Activity 5.1: Game Progress Patterns There is a problem with the recipe on this page!The red score have 0 pointsThe black score should have 2 points
74 Activity 5.1: Game Progress Patterns 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
75 Activity 5.1: Game Progress Patterns Multiple Levels Having multiple levels in a game is a great way to convey a sense of progress to the player. Games also use levels to increase the difficulty and/or introduce new game mechanics.
76 Activity 5.1: Game Progress Patterns Video: Halox Dual
80 Activity 5.2: Game Play Patterns Power Ups Power-Ups give a time limited advantage to the player that picks them up. Power Ups require players to make strategic decisions about when to use them as power up need to be earned or require time to recharge. Power Ups solve the problem of having to complete a variety of tasks of varying difficultly as they let the user have increased abilities to face harder challenges without making the tasks (without power ups) too easy.
82 Activity 5.2: Game Play Patterns Transfer of Control Some games allow the player to control different characters at different stages of the game. This could include when a player’s character enters a car or boards a boat. The new character would usually have different abilities and therefore the game play would be different resulting in greater interest for the player.
84 Activity 5.2: Game Play Patterns Big Boss Games or levels in games often finish with a battle with a Big Boss. The Big Boss is a much more difficult opponent and often has different abilities to the previous opponents. Battling the Big Boss is a great way to build a sense of progress and to give closure to game.
86 Activity 5.2: Game Information Patterns Alarms Alarms can be used in games to warn players of danger. They can be used indicate that a phase of the game is about to begin or end. Different sounding alarms can be used to notify the player of different events.
88 Activity 5.2: Game Information Patterns In Game Information Dialog boxes can be used to display information to the user, this information may simply notify the user of their progress in the game or it may provide information that the player needs to successful complete the game.
93 Activity 6.2: Troubleshooting and Debugging Identifying risks: Can we do this in Kodu? There are many things that are possible or impossible to create with Kodu Game Lab. When designing a new game it is crucial that the game designer identifies the parts of the game that may not be possible and creates them first, that way if the game is impossible to create time has been wasted creating the other parts.
94 Activity 6.2: Troubleshooting and Debugging Debugging: Why isn’t this working? When the game is playing as expected there are debugging lines that can be turned on. As the name suggests the Debugging Lines of Sights and Sounds will show where the bot can and can’t see and hear and is very useful in discovering why any code is not working as expected.
95 Activity 6.2: Troubleshooting and Debugging Copy, Paste, Clone: Is there a quicker way to do this? When creating multiple bots with the same programming it is quicker and easier to clone and paste the bot or object. Bots and objects can also be cut and pasted between projects.
96 Activity 6.2: Troubleshooting and Debugging Using Versioning: Whoops I changed something I shouldn’t have! When saving major changes to Kodu Game Lab games it useful to save it as a new version. This effectively creates backups of your game which is useful if you happen to make changes that cause your game to stop working.
97 Activity 6.2: Troubleshooting and Debugging Using the Resource Meter: Why is my game running so slowly? Kodu Game Lab is for making small games and when games get too large Kodu starts to slow down, often making the game unenjoyable and unplayable.
98 How do you plan to use Kodu Game Lab at your school? Activity 7.1: Next StepsHow do you plan to use Kodu Game Lab at your school?
99 Activity 7.2: Getting Help Online Workshop ResourcesPlanet KoduKodu Kwestions