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Game Design with Kodu Game Lab
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
Module 3
  Generate Game Ideas
  Look at School Examples from Australia
  Design templates used by students
Kourse Overview
Module 4
  Design Patterns and Code Recipes
  Game Space

Module 5
  Game Progress
  Game Play
  Game Communication

Module 6
  Design Process
  Debugging and Troubleshooting
Module 1
                Activity 1.1


If you were a game character what would you be like?
Activity 1.1


Name: Imberius
Powers: The ability to steal food from others
 without being detected.

3 Things that make me special:
1. Stealth
2. Pick pocketing
3. 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 of
built-in worlds or you can create a new
one from scratch.
It has many BOTS and OBJECTS
These ‘do’ various things when…
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).
WHEN: DO (What do these actions do?)
Further: WHEN: DO (What do these actions do?)
About BOTS & OBJECTS
Each has:

PROPERTIES: Characteristics (size, invisible, damage etc).



BEHAVIOURS: Things it can do (see, hear, bump)



ACTIONS: Things it can perform (move, launch, glow)
How will it teach children to program?


• What has been excluded:
  – Loops
  – Branching
  – Variables
  – Typing
  – Syntax Errors
How will it teach children to program?


• So what has been left in?
  – Objects
  – Message Passing
  – Sensors
  – Filters
  – Actuators
  – Modifiers
Huh?
What CAN YOU MAKE?
Activity 1.3


           What is a game?

  Record the names of five (5) of your
favourite games in the space provided in
             your manual.
Activity 1.3


What 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 1.4


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.
Activity 1.4


Share what you find……
Module 2
Activity 2.1: Tutorial 1


Objective: Kodu wants to visit the castle.
Activity 2.2: Tutorial 2
Activity 2.2: Tutorial 3
Activity 2.3: Getting to Know the Bots and Objects
Activity 2.4: Programming Bots


Physical Sensors
Activity 2.4: Programming Bots


Physical Actions
Activity 2.4: Programming Bots


WHEN sensor filter




DO action modifier
Activity 2.5: Programming Bots


Our first game:
Ideas
• Tag
• Treasure Hunt

Requirements
• 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
Activity 2.5: Programming Bots
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
Module 3
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.
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
Module 4
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 Patterns



Name
Problem
Solution
Consequences
Activity 4.2: Kodu Game Lab Recipes


Code Recipes

Are language specific solutions to common
coding problems.
Activity 4.2: Kodu Game Lab Recipes


• Game Space

• Game Progress

• Game Play

• Game Information
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.
Activity 4.3: Game Space Patterns
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.
Activity 4.3: Game Space Patterns
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.
Activity 4.3: Game Space Patterns
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.
Activity 4.3: Game Space Patterns
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.
Activity 4.3: Game Space 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
Module 5
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.
Activity 5.1: Game Progress Patterns
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.
Activity 5.1: Game Progress Patterns
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.
Activity 5.1: Game Progress Patterns
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.
Activity 5.1: Game Progress Patterns
Activity 5.1: Game Progress Patterns
Activity 5.1: Game Progress Patterns
Activity 5.1: Game Progress Patterns
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.
Activity 5.1: Game Progress Patterns


Video: Halox Dual
Activity 5.1: Game Progress Patterns
Activity 5.1: Game Progress Patterns
Activity 5.1: Game Progress Patterns
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.
Activity 5.2: Game Progress Patterns
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.
Activity 5.2: Game Play Patterns
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.
Activity 5.2: Game Play Patterns
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.
Activity 5.2: Game Information Patterns
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.
Activity 5.2: Game Information Patterns
Module 5 Recap



We have covered:
• Game Progress Design Patterns and
  Recipes
• Game Play Patterns and Recipes
• In Game Information Patterns and Recipes
Module 6
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.
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.
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.
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.
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.
Activity 7.2: Getting Help Online


• Workshop Resources
http://media.planetkodu.com/workshop/resources.html


• Planet Kodu
http://planetkodu.co

• Kodu Kwestions
http://planetkodu.com/kwestions
HELP??


Download Kodu Game Lab
http://fuse.microsoft.com/kodu

Join the Kodu community at:
http://planetkodu.com

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Designing games with kodu_game_lab_v1

  • 1. Game Design with Kodu Game Lab
  • 2. 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 Module 3 Generate Game Ideas Look at School Examples from Australia Design templates used by students
  • 3. Kourse Overview Module 4 Design Patterns and Code Recipes Game Space Module 5 Game Progress Game Play Game Communication Module 6 Design Process Debugging and Troubleshooting
  • 4. Module 1 Activity 1.1 If you were a game character what would you be like?
  • 5. Activity 1.1 Name: Imberius Powers: The ability to steal food from others without being detected. 3 Things that make me special: 1. Stealth 2. Pick pocketing 3. Charm
  • 6. 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).
  • 7. Kodu comes with a large selection of built-in worlds or you can create a new one from scratch.
  • 8. It has many BOTS and OBJECTS
  • 9. These ‘do’ various things when…
  • 10. 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).
  • 11. WHEN: DO (What do these actions do?)
  • 12. Further: WHEN: DO (What do these actions do?)
  • 13. About BOTS & OBJECTS Each has: PROPERTIES: Characteristics (size, invisible, damage etc). BEHAVIOURS: Things it can do (see, hear, bump) ACTIONS: Things it can perform (move, launch, glow)
  • 14. How will it teach children to program? • What has been excluded: – Loops – Branching – Variables – Typing – Syntax Errors
  • 15. How will it teach children to program? • So what has been left in? – Objects – Message Passing – Sensors – Filters – Actuators – Modifiers
  • 16. Huh?
  • 17. What CAN YOU MAKE?
  • 18. Activity 1.3 What is a game? Record the names of five (5) of your favourite games in the space provided in your manual.
  • 19. Activity 1.3 What are the key factors that makes a game, a game?
  • 20. 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.
  • 21. 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.
  • 22. Activity 1.4 Share what you find……
  • 24. Activity 2.1: Tutorial 1 Objective: Kodu wants to visit the castle.
  • 27. Activity 2.3: Getting to Know the Bots and Objects
  • 28. Activity 2.4: Programming Bots Physical Sensors
  • 29. Activity 2.4: Programming Bots Physical Actions
  • 30. Activity 2.4: Programming Bots WHEN sensor filter DO action modifier
  • 31. Activity 2.5: Programming Bots Our first game: Ideas • Tag • Treasure Hunt Requirements • 1 bot that the player controls • 1 bot controlled with AI
  • 32. 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
  • 34. 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
  • 36. 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.
  • 37. 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
  • 39. 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?
  • 40. Activity 4.2: Game Design Patterns Name Problem Solution Consequences
  • 41. Activity 4.2: Kodu Game Lab Recipes Code Recipes Are language specific solutions to common coding problems.
  • 42. Activity 4.2: Kodu Game Lab Recipes • Game Space • Game Progress • Game Play • Game Information
  • 43. 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.
  • 44. Activity 4.3: Game Space Patterns
  • 45. 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.
  • 46. Activity 4.3: Game Space Patterns
  • 47. 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.
  • 48. Activity 4.3: Game Space Patterns
  • 49. 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.
  • 50. Activity 4.3: Game Space Patterns
  • 51. 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.
  • 52. Activity 4.3: Game Space Patterns
  • 53. 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
  • 55. 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.
  • 56. Activity 5.1: Game Progress Patterns
  • 57. 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.
  • 58. Activity 5.1: Game Progress Patterns
  • 59. 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.
  • 60. Activity 5.1: Game Progress Patterns
  • 61. 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.
  • 62. Activity 5.1: Game Progress Patterns
  • 63. Activity 5.1: Game Progress Patterns
  • 64. Activity 5.1: Game Progress Patterns
  • 65. Activity 5.1: Game Progress Patterns
  • 66. 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.
  • 67. Activity 5.1: Game Progress Patterns Video: Halox Dual
  • 68. Activity 5.1: Game Progress Patterns
  • 69. Activity 5.1: Game Progress Patterns
  • 70. Activity 5.1: Game Progress Patterns
  • 71. 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.
  • 72. Activity 5.2: Game Progress Patterns
  • 73. 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.
  • 74. Activity 5.2: Game Play Patterns
  • 75. 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.
  • 76. Activity 5.2: Game Play Patterns
  • 77. 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.
  • 78. Activity 5.2: Game Information Patterns
  • 79. 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.
  • 80. Activity 5.2: Game Information Patterns
  • 81. Module 5 Recap We have covered: • Game Progress Design Patterns and Recipes • Game Play Patterns and Recipes • In Game Information Patterns and Recipes
  • 83. 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.
  • 84. 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.
  • 85. 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.
  • 86. 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.
  • 87. 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.
  • 88. Activity 7.2: Getting Help Online • Workshop Resources http://media.planetkodu.com/workshop/resources.html • Planet Kodu http://planetkodu.co • Kodu Kwestions http://planetkodu.com/kwestions
  • 89. HELP?? Download Kodu Game Lab http://fuse.microsoft.com/kodu Join the Kodu community at: http://planetkodu.com

Notas del editor

  1. 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
  2. List the ideas here.
  3. Have a quick play of Bonk Out.Demonstrate how to start Kodu Game LabNavigate the menu and play a game.
  4. Link to the sample world: Getting to know the bots
  5. 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
  6. Ask participants to create a simple 2 bot game. Use the small world with water world.
  7. TO DO: Add line WHEN bump bot DO win
  8. Edit and include video interview with Damian
  9. Show Kodu Game Lab Sample: Open World
  10. Explain and demonstrate how the world building tools work and give the participants time to create their first world.
  11. Demonstrate the sample world: Race
  12. Demonstrate the sample world: Side Scrolling / Coins
  13. Demonstrate the sample world: Maze.
  14. Demonstrate the sample world: PacKodu
  15. Code for a 30 second timer
  16. First example with a creatable.
  17. There is a problem with the recipe on this page!The red score have 0 pointsThe black score should have 2 points
  18. 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
  19. Problem with the code on this page as well!