You own Game building Software |

You own Game building Software

Kodu is a visual programming language suitable to teach kids the basic of programming and to trai…

http://www.alychitech.com/2012/11/you-own-game-building-software.html

Kodu is a visual programming language suitable to teach kids the basic of programming and to train their creativity. In todays lesson, we will build a simple game that we can use as an introduction to Kodu.

The world of Kodu consist of programmable objects where we can attach a behavioral script into each object that we place on the Kodu landscape.

Kodus programming language is a simple icon based programming user interface where the language are broken down into pages and rules.

Kodu has a list of built in behavior that we can attach to an object to make them move around, shoot objects, and perform incredible combat move with one another.

Microsoft Kodu Game Lab has a series of Getting Started video that is very useful for beginners to understand the basic of Kodu Programming.

Here is a simple Kodu world that consist of trees and a motorcycle. The motorcycle is programmed to always wander the terrain and it should avoid any tree on its path.

Lets add more more objects on the landscape and have the motorcycle chase and shoot them.

A wisp is one of the many characters we can create in Kodu.

The wisp will move around a designated path, and Kodu will spawn another wisp when its health reaches zero.

To prepare for the lesson instructors need to and download our into Kodus import folder: C:Users[user name]DocumentsSavedGamesBokuPlayer1Imports. Kodu will automatically import the game when we load the game from the main menu.

Note: Instructors need to unzip the file to get the Kodu game file

Begin the class by opening the world and ask the students to observe the motorcycle and the wisp behavior. The explanation might be something like the wisp is the enemy because the game keep on regenerating the wisp when the motorcycle destroys it.

Now open the wisp or the motorcycle program and ask the students to relate the wisp behavior with the code. After the student successfully explain the code, ask volunteers to modify the code for the following set of behaviors.

When appropriate have the students to modify the code for each objects and explain why their solutions does not work.

Thats all there is to it. Enjoy!

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