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Game Design with Kodu Game Lab

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Presentation on theme: "Game Design with Kodu Game Lab"— Presentation transcript:

1 Game Design with Kodu Game Lab

2 Assistant Director, ideasLAB Ashley Spagnol Eltham Primary School
Introductions Richard Olsen Assistant Director, ideasLAB Ashley Spagnol Eltham Primary School

3 Kourse Overview Module 1 What is Kodu Game Lab What is a Game Module 2 Solve three tutorials Learn about bots and objects Write our first program First time we’ve run this course All materials will be available online There is a participant and trainer manuals Will also deliver this course online in July

4 Kourse Overview Module 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 Overview Module 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 Overview Module 7 Next Steps Getting Help Online Kodu Kup

7 Module 1

8 Kodu Team Hello

9 Activity 1.1 Introduce 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 1.1 Name: Imberius Powers: The ability to steal food from others without being detected. 3 Things that make me special: Stealth Pick pocketing Charm

11 Activity 1.2 Kodu 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 development 3D worlds and game play Xbox Controller or Keyboard and Mouse Currently in Technical Preview Small Games

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16 What does it take to teach kids to program?
What has been excluded: Loops Branching Variables Typing Syntax Errors

17 What does it take to teach kids to program?
So what has been left in? Objects Message Passing Sensors Filters Actuators Modifiers

18 Huh?

19 What CAN YOU MAKE?

20 Activity 1.3 What 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 1.3 What are the key factors that makes a game, a game?

22 Games have an objective. Games have winners and losers.
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. 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 Schell Try not to over complicate the definition of a game.

24 Activity 1.4 Game 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 Lab Navigate the menu and play a game.

25 Activity 1.4 Share what you find……

26 Rationale for using Kodu Game Lab The definition of a game
Module 1: Recap We have covered: Rationale for using Kodu Game Lab The definition of a game Examples of games made with Kodu Game Lab

27 Module 2

28 Objective: Kodu wants to visit the castle.
Activity 2.1: Tutorial 1 Objective: Kodu wants to visit the castle.

29 Activity 2.2: Tutorial 2

30 Activity 2.2: Tutorial 3

31 Activity 2.3: Getting to Know the Bots and Objects
Link to the sample world: Getting to know the bots

32 Activity 2.4: Programming Bots
Physical Sensors

33 Activity 2.4: Programming Bots
Physical Actions

34 Activity 2.4: Programming Bots
WHEN sensor filter DO action modifier These are not the complete list! When gamepad A button When bump rock When see rock close by When green rock close by Do jump high Do color random Do express hearts Do move quickly

35 Activity 2.5: Programming Bots
Our first game: Ideas Tag Treasure Hunt Requirements 1 bot that the player controls 1 bot controlled with AI Ask 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: Recap We 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

38 Module 3

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.

40 Activity 3.2: Game Ideas

41 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 Edit and include video interview with Damian

42 Activity 3.3: School Case Studies
Laurimar Primary School Worked in pairs Provided assessment criteria

43 Activity 3.3: School Case Studies
Eltham Primary School

44 Activity 3.3: School Case Studies
Elsternwick Primary School Show video

45 We have started thinking about the games we may make.
Module 3: Recap We have covered: We have started thinking about the games we may make. We have learnt how some schools have used Kodu Game Lab We have

46 Module 4

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 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?

49 Activity 4.2: Game Design Patterns
Name Problem Solution Consequences

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 Space Game Progress Game Play Game 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

55 Activity 4.3: Game Space Patterns

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

57 Activity 4.3: Game Space Patterns

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.

59 Activity 4.3: Game Space Patterns

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

61 Activity 4.3: Game Space Patterns

62 The importance of the game space The role of game design patterns
Module 4: Recap We have covered: The importance of the game space The role of game design patterns The role of Kodu Game Lab Recipes Explored common game space patterns and recipes

63 Module 5

64 Activity 5.1: Game Progress Patterns
Time Limit Time 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.

67 Activity 5.1: Game Progress Patterns

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.

69 Activity 5.1: Game Progress Patterns

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.

72 Activity 5.1: Game Progress Patterns

73 Activity 5.1: Game Progress Patterns
There is a problem with the recipe on this page! The red score have 0 points The 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 points The black score should have 3 points The 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

77 Activity 5.1: Game Progress Patterns

78 Activity 5.1: Game Progress Patterns
Problem with the code on this page as well!

79 Activity 5.1: Game Progress Patterns

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.

81 Activity 5.2: Game Progress Patterns

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.

83 Activity 5.2: Game Play Patterns

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.

85 Activity 5.2: Game Play Patterns

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.

87 Activity 5.2: Game Information Patterns

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.

89 Activity 5.2: Game Information Patterns

90 Game Progress Design Patterns and Recipes
Module 5 Recap We have covered: Game Progress Design Patterns and Recipes Game Play Patterns and Recipes In Game Information Patterns and Recipes

91 Module 6

92 Activity 6.1: Game Ideas

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 Steps How do you plan to use Kodu Game Lab at your school?

99 Activity 7.2: Getting Help Online
Workshop Resources Planet Kodu Kodu Kwestions

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101 Join the Kodu community at: http://planetkodu.com
HELP?? Download Kodu Game Lab Join the Kodu community at:


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