Planning

Kodu - An independent Project

Objectives

  • Create a detailed plan for a video game
  • Clearly explain the key features of a video game plan

Lesson Resources

Introduction

Having covered the research, the students should now have a better understanding of gaming genres and more ideas of what is possible in Kodu Game Lab.

Give them a few minutes to discuss some ideas with a partner or a small group and answer these questions:

  • What features did you see in your research that you liked?
  • Was there one idea that was your favourite that you'd like to adopt for your game?
  • Do you have any original ideas of your own that you'd like to include? What are they?
  • What genre of game would you most like to make?

 

Then it's time for them to start to make a detailed plan for their own game. Emphasise that while they may be keen to jump in and start making, the planning stage is vital for a successful project. The better their plan is the easier it will be to create their game. It's also an important time to work out what features are most important and to collect early feedback from other people that could help to improve their game.

When they have come up with some different ideas they should select their favourite idea that they'd like to have a go at making. We have created this two-sided planning sheet that we would suggest you print and copy back-to-back to A3 size if possible.

 

 

Ask them to add their name(s) and then consider the 'briefly describe your game' section.

 

 

We want to know in a couple of sentences what their game is all about:

  • What is it?
  • What do you have to do?
  • How do you win or lose?

 

Then ask them to pause and put them into pairs. Ask each pair to share what they have written with their partner. Then ask the class:

  • Did your partner's description make sense?
  • Do you understand what their game is about?
  • Do you have any advice or ideas for them?

If anyone answers 'no' to those questions then they should spend longer formulating their ideas, or they may need some support to help them shape their initial plan.

Ask them to repeat this process with a second person.

Next, they should complete 'features you definitely want in your game' - These are essential things that must be in the game for it to work or fulfill its purpose or genre. They could be features of the world design, characters and the way they behave (created by code) or the main objective in their game. For example, Baddies that chase and eat you, different coloured apples that help or hurt you, a character that can jump and shoot, levels with a boss at the end of each one, find all the coins to win the game.

 

 

 

Then they can complete 'More advanced features that you might add to your game'. This should cover less essential (but nice) things they might add if they can (or have time). Then take some feedback from the class about their ideas so far.

 

 

Next, ask them to complete the 'Sprites' section. This should cover the characters and objects they plan to include and what features each should have. For example, it might a baddie cannon that shoots at you if you get too close, or a friendly octopus that gives you a clue what to do when you give her an apple, a Kodu hero character that can jump and shoot.

 

 

They should leave the 'Evaluation' sections for now and then turn over their sheet and sketch out in pencil roughly how they would like their world to look. They should label key features such as start point, end point, danger zones, baddies, things that might hurt or help characters, objects to collect, key challenges, key world design features such as buildings, bridges, lava, rivers, lakes, forests, mazes etc.

 

 

Plenary

At the end of this section, ask the students to share their plan with someone else in the room. Take it in turns to explain their plans and then give the other pair a chance to ask any questions they have about the plan. They might be able to suggest improvements or other ideas to add. Pairs should add any ideas or notes that come from this to their planning sheet in the feedback notes section.

Take some feedback at the end from a couple of students and ask the whole class if they have any questions or ideas for that group.

 

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