Intro To Kodu
Intro To Kodu
Intro To Kodu
WHAT IS KODU?
Kodu doesnt stand for anything in particular. Some people think its a play on words
Code and You. Kodu was designed to get kids to start thinking like a programmer.
It by-passes the writing of programming code and has the user think more
logically. You are building an environment, something that programmers consider to
be an advanced perspective.
Lesson 1
CREATING LAND
1. Start with Empty World (Press
then Play)
10.Now that we have our flat terrain we want to make it look more like land. So
we are going to add hills. Go to the create Hills / Valleys. Then change the
size of your brush to a smaller size and use your triggers to increase /
decrease hills.
11.Once we have some hills create we want our terrain to look somewhat natural
so using the
12.For practice I want you to make a circle of hills so that we can put a lake in
the middle. Make sure your hills are higher all the way around than the lowest
part of your terrain or else the water will spill out.
13.Go into Water mode and pick a water material. Lets choose Water Type 2.
Then press your triggers (make sure you are inside your mountain area) and
fill the mountain full of water. If you water seeps out it will flood everywhere
so press the other trigger to lower the water level.
14.You can add a few more Valleys then press your B button. Use your camera to
look around your newly formed land.
15.We should now save our world. Press the Start button, scroll down to Save my
World. Press A, backspace the name that is there and type in FirstGame. Then
press SAVE. Press the Edit button and you are ready to move on to the next
lesson.
Congratulations you are on your way to making a Kodu World!
Lesson 2
ADDING OBJECTS
1. Load your previously saved world called FirstGame
2. Press the Edit button to bring up Tool Palette.
Current
Tool
Tool
Palette
Selected Tool
The tool palette at the bottom of the screen lets you choose a new tool. Use the
triggers or the d-pad to move the tool palette back and forth. To activate the
currently selected tool, press the
button.
The icon in the upper-right hand corner shows you what tool you currently have
selected. This will remain on the screen after you have closed the tool palette.
Try moving the tool palette back and forth with the triggers. Then select the Objects
tool and press
to make it active.
With the object tool active, move it around the world with the left stick. Notice that
when you put the cursor on a character or other object, both the cursor and the
object glow blue.
7. Lets try placing a few objects in your world. Add a couple more Trees (various
styles), some Rocks and how about a Cloud or two. Remember in order to add
more objects your cursor cannot be underneath a current object. Lastly we
should add a Kodu
character.
8. Now that you have your objects in place, you should save your work. Press
the START button, then Save My World. Save this as FirstGame.
9. Awesome! Now go back to Edit World. Left Trigger to the PLAY button. Go
ahead try your world out. Hhmmm, not much happening is there? Thats
because you have only created your Environment. Now we have to learn
how to control the objects in your environment. Think of the Environment
as your Stage and the Objects are the props and characters on the stage.
I know, enough reading, lets get to programming our objects to do something.
You are ready to move to Lesson 3 Programming Your Objects.
Lesson 3
PROGRAMMING YOUR OBJECTS
1. Load your previously saved world called FirstGame
2. Press the Edit button to bring up Tool Palette.
Current
Tool
Tool
Palette
Selected Tool
5. Now we are ready to tell this object (Kodu) what to do. Press the
open the program editor, like so:
button to
Here we see the program editor showing an empty program or, more precisely, a
program consisting of one rule, which does nothing.
I mentioned that this program contains one rule. A rule tells the bot (a bot is what
we call the moveable objects in the menu) what to do and when to do it.
The first part of a rule is the When Clause. It says when something is going to
happen; the condition that will make the bot react. You can say things like when I
see something red or when I bump into a tree or even when 2 seconds have
passed.
The second part of the rule is the Do Clause. It specifies what the actor should do
when the when part activates or fires. Bots can do all kinds of things, such as
shoot, move, or eat. Different bots have different capabilities.
The plus sign in the rule lets you add more elements to the rule. Well talk more
about that in a later section.
Lesson 4
EDITING YOUR GROUND
) left or right.
) left or right.
Lesson 5
HOW TO MAKE FLAT AREAS
You will often find that you need a flat arena in which your gameplay can happen.
The flattening tool makes it easy to level an area to a consistent height.
Use the Load screen to browse to the Lessons tag. From that group of worlds,
choose the one called Flat Land
) left or right.
Lesson 6
HOW TO MAKE ROUGH OR CURVY GROUND
The Roughen tool randomly changes the height of the terrain under the brush. It
has two variants: spiky creates truly random, spiky effects, and hilly creates a more
rounded, softer look.
) left or right.
tool. Create a world with a mountain and a ramp that lets a character move from
the bottom all the way up to the peak of the mountain.
Lesson 7
HELP IM LOST
The program editor provides help for all the programming tiles. Whenever you are
looking at a tile in the tile selector menu, you can press
to get help on that
specific tile. The help system will also show you help for the other tiles in your
program. You can also find related examples related to your program that you can
easily insert into your program.