Kodu as a storytelling device: an example with Kensuke’s Kingdom by Michael Morpurgo

Chapter 9:

Create an animation or mini -game to explain the events of the chapter. They could include:

·         Playing football with Kensuke and the orangutans

·         Saving baby turtles by chasing away the birds and carrying turtles to the sea

Download Kodu file here:

https://www.dropbox.com/s/gob1071payi2rqh/Kensuke%27s%20Kingdom%20Chapter%209%2C%20by%20%40KoduClassroom.Kodu?dl=0

Firstly, I would build my world. It would need to consist of:

  • Sand-coloured floor
  • Water (I might change the height and strength ofTurtle Chapter 9 in-play the waves)
  • Turtles
  • Objects to represent Michael, e.g. a red Kodu
  • Objects to represent Kensuke, e.g. a blue Kodu
  • Objects to represent birds, e.g. jets
  • Add some clouds
  • Darkness to represent the night time
Events Kodu Skills
Turtles on a beach programmed to wander around on the beach slowly.

(When on land, move slowly)

·         Programming objects to move on a path or to move randomly + slowly

·         When an object is on a particular surface, it behaves differently (moving slowly)

Program the turtles to move quickly in the sea.

(When on water, move quickly)

·         Programming objects to move quickly

·         When an object is on a particular surface, it behaves differently (moving quickly)

Program the turtles to disappear after three seconds of being in the water. You could also score points for each turtle that disappears ·         Programming something to happen only when the object is on water
Program a Kodu (red) to move when you use the arrow keys ·         Programming movement
Program  the blue kodu to follow the red kodu or use different keys (e.e. WASD) ·         Programming movement
Program the red kodu to pick up a turtle when you press a button (e.g. space bar) ·         Programming an object to hold something
Program the red kodu to put down a turtle when you press a button (e.g. control button) ·         Programming an object to drop an object
You could also program the blue kodu to pick up and drop items. ·         Programming an object to hold and drop an object
Score a point for every turtle that you save ·         When a turtle vanishes, score 1 point (e.g. red)
Birds score a point for every turtle they eat ·         When a turtle vanishes, score 1 point (e.g. blue)
Make the turtle a creatable so that you can program turtles to randomly appear. Limit the number created (20) ·         Changing settings of an object to make it creatable

·         Limiting numbers that can be created (this prevents too many resources in your world, which can cause the game to crash)

Add timings so that the birds (jets) don’t immediately eat the turtles ·         Programming so that events only happen in a specific condition
Add clouds that create turtles at different times in the game, e.g. every 2/3/4 seconds ·         Using timings to cause events in the game
When all turtles are saved or a time period has passed, the game can end ·         Tell the user whether they have won or lost, dependent on a score system

Red Kodu Code:

Red Kodu Code

Cloud 1 Code:

Cloud Code

Bird Code (Jets):

Jet Code

Turtle Code:

Turtle Code

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