Kodu Game Programming

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1 Kodu Game Programming Have you ever played a game on your computer or gaming console and wondered how the game was actually made? And have you ever played a game and then wondered whether you could make something just as fun? Kodu Game Lab is one of the most fun and easy ways to create your own games. Kodu Game Lab is a graphical programming tool. Not all programming is visual (graphical), as a matter of fact, most programming tools used in the real world are text based. The ability to create a game requires some logical and critical-thinking skills. Some of the skills you will learn will benefit you no matter what career you choose later in life. Learn the basics. Kodu and Rover are the two characters in the Game Lab. Kodu knows everything about the software. Rover is fairly new and is still learning. Kodu began with Microsoft Research s FUSE Labs, a group at Microsoft that develops really cool software. The first version was released in 2010, and the most recent update was May Kodu Game Lab is a free download: Kodu works with a game controller. 1

2 Lesson 1 Starting Kodu 1. Double-click the Kodu Game Lab icon. 2. Enter your name and click OK in the Sign In Screen. Main Menu Resume opens the Kodu Game Lab at the point where Kodu was last shut down. New World allows you to build a new game. Load World retrieves previously saved games and opens them in Kodu Game Lab. Community loads and plays games by other Kodu users. Options adjusts controls related to how the Kodu Game Lab works. Help reminders about using a game controller with Kodu. Quit Kodu closes down Kodu. 3. Click New World to open a new world. New World Tips upper left-hand corner of screen. Tools along lower edge of the screen. Move the Hand icon. Hold down left mouse button and drag. Orbit hold down right mouse button and drag. Zoom mouse scroll wheel. Forward zooms in. Backward zooms out. Objects Kodu image. All items placed on the terrain are called objects. Each object has a name. You can place multiple objects on the terrain. You can place duplicate objects on the terrain. Each object behaves differently depending on the instructions you specify. You can change an objects size, color, speed, etc. 2

3 Object Tool Placing Object on Terrain 1. Select the Object Tool 2. Move mouse pointer to center of terrain and click and release. o A pie menu appears with individual slices that you can select by moving the mouse pointer over that slice to select it. o Click the slice to place it on the Terrain. o Any time an additional set of tools or selections are available, another pie menu will appear. o To return to the preceding pie menu, click off and outside it, or tap Escape key. 3. Select a vehicle (Rover) and add it to the Terrain. Changing an Object s Characteristics 1. Select the Object tool. 2. Move pointer over object to be modified until it is glowing. 3. Left-click or right-click object depending upon what you want to do to it. Color 1. Mover pointer over object until glowing. 2. Use left or right arrows to move between colors. 3. Choose desired color and move pointer away from object. Size 1. Select the Object tool. 2. Move pointer over object to be modified until it is glowing. 3. Right-click object and click on Change Size from menu. 4. Use the drag bar to resize the object. Height (moves the object off the ground) 1. Select the Object tool. 2. Move pointer over object to be modified until it is glowing. 3. Right-click object and click on Change Height from menu. 4. Use the drag bar to change the object. Moving an Object Left-click and hold on the object and drag. 3

4 Rotating an Object Many objects have a face (front). 1. Select the Object tool. 2. Move pointer over object to be modified until it is glowing. 3. Right-click object and click on Rotate from menu. 4. Use the drag bar to rotate the object. To Save 1. Click the Home Menu button. 2. Choose Save My World. 3. Name the file as Practice. 4. Type in a short description of file, such as Learning to work with objects. 5. You can change the version number in the upper-right corner of the screen by using the up/down arrows. This allows you to save multiple version of a game as it develops. 6. Click Save button. To Exit 1. Click the Home Menu button. 2. Click Exit to Main Menu. 3. Choose Quit Kodu. Programming an Object All Kodu Game Lab programming involves checking a condition (When) and performing an action (Do), and this programming is always done on an object in the game. Everything you do to create a game is going to involve completing a series of When Something Happens, Do This commands. 1. Reopen Kodu. 2. Sign In. 3. Select Load World. 4. Left click on your Practice game. 5. Choose Edit. 6. Select the Object tool. 7. Right-click on Rover. 8. Select the Program option. 4

5 A numbered row appears onscreen with two other items inside: a When selection box and a Do selection box. The When and Do selection boxes have a large plus sign (+) inside them. The pencil cursor also indicates which of the boxes is currently selected. Programming starts with the When and Do programming boxes. 1. Select the When box by left-clicking it. 2. Select the Keyboard option from the pie. It appears inside the When box. There is a plus sign (+) to the right of the Keyboard option. This means there are additional selections that can be made. 3. Click the plus sign (+) to the right of the Keyboard option. Another pie menu appears. 4. Select the Arrow keys. To Remove an Option 1. Click the plus sign (+) to the right of the Arrow option. 2. Select the Not option to add it to the When box. 3. To remove the Not option, right-click it and choose Cut Tile option. To delete any tile/option, right-click and choose Cut Tile. You can use the Help feature to understand the various tiles and how they work. Continue: 1. Click the plus sign (+) in the Do box. 2. Select the Move pie slice. 3. Click the plus sign (+) after the Move option. 4. Select either Slowly or Quickly from the pie. Programming Row 2 Once you add a tile to the Programming Row 1, another programming row appears below it: Programming Row 2. This allows you to add more complex programming to the object. 1. Click the new When box in Programming Row Select the Mouse option. 3. Click the plus sign (+) next to the Mouse option. 4. Select the Left option. 5. Click the new Do box in Programming Row Select the Actions pie slice. 5

6 7. Select the Jump option. 8. Click the plus sign to the right of the Jump tile. 9. Select the High option. 10. Show the code to your teacher. Choosing a Wrong Option If you choose the wrong option by mistake, you can quickly change your selection by selecting the wrong tile and choosing the correct one from the pie menu that appears. To close a pie, click outside of it. Playing the Game 1. Exit the programming screen by pressing the ESC key. 2. Click the Play button on the toolbar. 3. Use the arrow keys and left mouse button to make Rover move and jump. 4. Press the ESC key to exit Play mode. 5. Save your changes. Frequent use of the Play button is crucial to designing a good game. You need to develop a habit of making one or two changes or additions to your game and then testing the results. Develop the pattern of Add Play/Test Add/Modify Play/Test Add/Modify Play/Test.... Should you make a mistake with a small piece of programming, it will be easier to find the error. Objects Interact You can take a number of actions when one object touches another. 1. Start a New World. 2. Add Kodu to the terrain. 3. Add two rocks and one tree. 4. Move the tree to the far edge of the terrain. 5. Program Kodu to give you basic steering controls over him. 6. Select Kodu. 6

7 7. Right-click him and choose the Program option. 8. Click the plus sign in the When box in Programming Row Select the Bumped option. When two objects touch, they bump. 10. Click the plus sign (+) to the right of the Bumped tile and select the Objects pie piece. 11. Select the More slice. 12. Select the Tree option. We want to control what happens when Kodu bumps a Tree object. You ve now defined the When box that will monitor for some action to occur (Kodu bumps a tree). Now you need to define what happens when that action is detected (occurs). 13. Click the plus sign (+) in the Do box. 14. Select the Combat pie slice. 15. Select the Vanish option. You must now choose what object it is you want to disappear when Kodu bumps a tree. 16. Click the plus sign (+) to the right of the Vanish tile. 17. Select the It option for the tree. 18. Tap the ESC key to exit programming mode. 19. Click the Play button and have Kodu bump the tree. The Vanish action applies to every tree that appears on the terrain, whether there is one tree or 50 trees. Sometimes in a game you do want your main character (Kodu) to disappear. You would normally do this to end a game. Instead of choosing the It option after Vanish, you would choose the Me option. 20. Program Row 3 to have Kodu disappear when he bumps a rock (it is a dangerous magical rock). 21. Play the program. 22. ESC out of play mode when done. Missiles Add missiles by programming Row Click the plus sign (+) to the right of the When box in Row Select the Mouse option. 3. Click the plus sign (+) to the right of the Mouse tile. 7

8 4. Select the Right button option. Now define what happens when the right mouse button is pressed. 5. Click the plus sign (+) to the right of the Do box. 6. Select the Shoot action option. 7. Click the plus sign (+) to the right of the Shoot tile and select the Missile option. 8. Click the Play button and have Kodu shoot missiles at the tree and rocks. The missiles will self-guide themselves to the target, so you ll need to use the mouse pointer to pick the target. 9. If you d rather not have to use the mouse to set the direction of the missile, go back and Click the plus sign (+) to the right of the Missile tile and select the Direction option and then choose the Forward option. This will have the missile fire in the direction that Kodu is facing. Changing Game Setting(s) Every object has its own characteristics that can be changed. For example, an object can have hit points. Hit points are how much damage an object can take before it is destroyed. If a missile does 50 damage and the object has 100 hit points, then it will take two missiles to destroy the object. An object can also be indestructible; no number of missiles will destroy it. Some objects will have settings that are not available to other objects. To see these options: Right-click an object. Select Change Settings from the menu. A scrollable list of setting appear. Use the mouse s scroll wheel to move up and down the list. Click the Help box to read more details about a particular setting. Click the Power icon to select a setting. The Power icon turns green to indicate it is active and a small health bar appears over the object. Move the Drag bar to the desired setting. Tap the ESC key to exit the Change Settings screen when done. 1. Set the Missile Damage setting of Kodu to Set the Max Hit Points setting for the Tree to 100 and enable the Show Hit Points option. 3. Play the game and watch the Health bar over the tree decrease with each missile hit. Consider changing how fast the missiles reload. 4. Save the game as Missiles. 5. Instead of missiles, select the Blip for a weapon. You can do this in Row 4 of the code. 6. Play the game to see the difference between missiles and blips. 8

9 7. Resave the game as Blip Weapon and show it to your teacher. Every object placed on the terrain is considered unique. When you change the settings of one object, it does not automatically update that same setting on an identical object (such as having two rocks on the terrain). Keeping Score Not every game keeps score, but most do. Keeping score is one of the best methods for players to gauge how well they are doing in a game. Let s say you want to keep score of how many objects you ve destroyed with you missiles. To which object do you think you ll add the additional programming to create the scoreboard? When Kodu fires a missile, should that add to the score? What if there are multiple players? Should each player receive points when any one of their missiles strikes an object? Simply firing a missile shouldn t add to the score. If that were the case, the winner would simply be someone who can fire the most missiles before the game ends. You should increment the score each time one of your missiles strikes an object. You need to add code that monitors when a player s missile fires and hits an object and increment the score. The simplest scorekeeping configuration is for one-player games. One Player Scorekeeping 1. Open the Missile game. 2. Select the player s object (Kodu). 3. Right-click on it and choose the Program option. 4. Add programming that checks for a hit on any existing object (you ll need to know what color the object is). 5. If a hit is detected, award 5 points to that player. 6. Play the game. When a white missile I fire hits anything ( Shot Hit and Anything ), add ( +Score is used to increment the score) 5 points to that player ( White Kodu). The Anything tile can be change to something more specific (rock, tree, or a specifically colored object). 9

10 When Points tiles are side by side, they are added together. 15 points to the score. would add You may want to consider awarding more points for smaller objects (rock) and fewer points for large objects (tree). You can also take away points from a player. Add a Second Player s Object 1. Right-click on the object (White Kodu). 2. Select Copy from the menu. 3. Right-click and select Paste from the menu to add a copy of the object. 4. Change the color of the object to distinguish between the two. 5. Change any code that you want to change. 6. Resave the game as Missiles and show it to your teacher. All the programming code for the copied object stays with the new pasted object. Go down the list of programming rows and make the changes as they are needed row by row. Modify the movement code. Modify the firing code. Modify the color that points are awarded to. Second Player Scorekeeping 1. Select the second player s object, right-click it, and choose the Program option. 2. Add programming that checks for a hit on any existing object. 3. If a hit is detected, award points to that player using a unique color tile. Copy/Paste a Programming Row 1. Right-click the number at the start of the Programming row. 2. A pop-up menu appears. 3. Select from the options: Cut Row, Copy Row, Paste Row. Undo Click the Undo option near the bottom-left corner to undo certain actions. 10

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