Build a game where the player (Cycle) collects yellow gems and brings them back to a home base to score points, while an AI Kodu roams the map collecting blue gems for its own base. Add a 2-minute timer. Highest score when time ends wins.
Yellow gems returned to the Player Base = +5 points
Blue gems returned to the Kodu Base = +5 points
Touching a spike trap makes the carrier drop their gem
Terrain: Create one large island split by shallow channels (wadeable) and two narrow bridges.
Bases:
Place a Player Base (use a flat tile or small platform) at the southwest corner.
Place a Kodu Base at the northeast corner.
Gem Spawners: Place 8 rocks around the map.
Program 4 rocks to create Yellow Gems every 20 seconds.
Program 4 rocks to create Blue Gems every 20 seconds.
Hazards: Add 6 spike traps along common routes and near bridges.
Controls:
WHEN keyboard (arrows) → DO move
WHEN spacebar → DO jump
Pickup & Carry:
WHEN bump Yellow Gem → DO grab (carry)
(Optional polish) WHEN grabbed → DO play sound
Score on Return:
WHEN carrying Yellow Gem AND near Player Base → DO score +5; DO drop (so it disappears/turns in)
Ensure it scores once per delivered gem (don’t award continuous points: use the near + do score + drop pattern).
Drop on Hazard:
WHEN bump Spike Trap → DO drop
Navigation:
Set Wanders or use a Path covering the northern half of the map.
Collect Blue Gems:
WHEN see Blue Gem → DO move toward
WHEN bump Blue Gem → DO grab
Return to Base & Score:
WHEN carrying Blue Gem → DO move toward Kodu Base
WHEN carrying Blue Gem AND near Kodu Base → DO score +5; DO drop
Get Tripped by Hazards:
WHEN bump Spike Trap → DO drop
Yellow Gem Rocks (x4):
WHEN game starts → DO create Yellow Gem
WHEN every 20 seconds → DO create Yellow Gem
Blue Gem Rocks (x4):
Same as above, but Blue Gem
No AI needed; they just sit and cause drops on contact.
Global Timer:
WHEN game starts → DO set timer to 2:00
WHEN timer ends → DO game ends (show score)
(Optional) Add on-screen timer and score display.
You score only by carrying a yellow gem to your base.
Kodu scores by carrying a blue gem to its base.
Dropping a gem (from traps) leaves it on the ground for anyone to pick up.
After 2 minutes, compare scores. Highest wins.
Cycle moves/jumps; collects only yellow gems; scores once per delivery
Kodu collects only blue gems and returns them to its base to score
8 total spawners (4 yellow, 4 blue) with 20s intervals
6 spike traps that force drops for both player and Kodu
2-minute timer that ends the game and shows score
Power-Up Bridge Boots: A rare item that temporarily increases jump to clear longer gaps.
Steal Mechanic: Allow each side to steal dropped gems regardless of color, but award lower points (+3) for off-color deliveries.
Line-of-Sight AI: Kodu chases the player if it sees the player carrying a gem; otherwise resumes gem hunting.
Difficulty Tuning: Increase trap count, shorten spawn interval, or narrow bridges.
Continuous scoring loops: Make sure scoring occurs only when carrying AND near base, followed by drop.
Spawners stacking too many gems: Consider deleting a gem on pickup or limiting created items if performance dips.
**AI