Build a game in KODU where your player collects items to earn points. Once enough items are collected, the player wins the game!
Open KODU Game Lab.
Click "New World".
Use the terrain tools to design a small world. You can use grass, sand, water, or hills.
Click the "Object Tool" (the plus sign).
Click on the ground and choose KODU (or any other character you want to control).
Right-click your player and choose "Program".
Add these lines:
WHEN keyboard β DO move
Β (Optional: Add more controls like jumping or turning.)
Click the "Object Tool" again.
Click on the ground and choose an item like apple, coin, or star.
Place at least 10 items around your world.
Right-click on your player again and choose "Program".
Add the following lines to collect and score:
WHEN see apple β DO move toward
WHEN bump apple β DO eat it
WHEN bump apple β DO score 1 point
Β (Replace "apple" with your item if different.)
In the same programming screen, add:
WHEN score = 10 β DO win
Β (Change "10" to however many items you want to be collected.)
Click Play.
Try to collect the items and see if the game ends when you reach the goal.
If it doesnβt work, check your programming for spelling or logic mistakes.
Decorate your world with trees, buildings, or animals.
Add a message or sound when the player wins:
WHEN score = 10 β DO say "You Win!"
Add a timer or enemies to make the game more exciting.
Press Escape to go back to the menu.
Click Save World and give your game a name like βCollectGame1β.
Test your game one more time and show a classmate or your teacher. Try playing each other's games too!
Grade Level:
6β8
Time Required:
1β2 class periods (45β60 minutes each)
Students will design and program a simple KODU game in which the player must collect a set number of objects (e.g., coins, apples, power-ups) in order to win. They will use counters, event-driven programming, and basic logic loops.
Use of counters and variables in gameplay.
Introduction to event-driven programming (responding to specific in-game events).
Understanding game win conditions and logic flow.
Practice in world-building and user interface design.
Develop debugging and problem-solving skills.
Computers with Microsoft KODU Game Lab installed
Projector/screen for demonstration (optional)
Headphones (optional)
Printed instructions and challenge checklist (optional)
Counter β A variable used to keep track of collected items.
Event β Something that happens in the game (e.g., item collected).
Condition β A rule that must be met (e.g., "If apples collected = 5").
Win Condition β The rules that cause the game to end successfully.
1. Introduction & Demo (10β15 minutes)
Show a short example of a finished Collect & Win game.
Ask students to identify:
What the player is collecting.
What happens when the goal is reached.
Introduce concepts of counters, logic conditions, and win states.
2. Game Design Phase (10β15 minutes)
Students sketch out their game world:
What item will the player collect?
How many items are required to win?
Are there any enemies or obstacles?
What happens when the player wins?
Encourage creativity! They can make it space-themed, underwater, farm, jungle, etc.
3. Build the World in KODU (20β30 minutes)
Students will:
Place terrain and decorate the environment.
Add the player-controlled character (KODU or Rover).
Add multiple collectible objects (e.g., apples, coins, stars).
Assign logic to the player character:
WHEN see apple β DO move toward
WHEN bump apple β DO eat apple + DO score 1 point
Set up the win condition:
WHEN score = 10 β DO win
4. Test and Debug (10β15 minutes)
Students play their game to test:
Are items collectible?
Does the score increase?
Does the game end when the required score is met?
Encourage debugging by asking: "Whatβs not working, and why?"
5. Share and Reflect (Optional / Next Class Period)
Students trade computers and play a partner's game.
Prompt discussion:
What did you like?
Was the goal clear?
How could it be improved?
β
Game has at least 1 collectible item with proper logic.
β
Game tracks score with a working counter.
β
Game ends with a win condition after a set number of items are collected.
β
Game world is organized and playable.
Optional written reflection questions:
What was the most challenging part of building your game?
How did you make the game fun or unique?
Beginner:
Use fewer collectibles.
Pre-made template world with limited edits.
Advanced:
Add multiple types of items with different point values.
Add a timer or enemy to increase difficulty.
Add sound effects or messages when items are collected.