Kōkiri Learn

Week 2 of 5

Decisions, loops and zeros and ones, then plan your game

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Session 1 · DESIGN: Explore

Selection, iteration and binary

  1. 15 minCode a catch game: a falling object inside a forever loop, and an if block: if touching the player, add 1 to score.
  2. 10 minAdd lives with a second variable and an if–else: if lives = 0, game over, else keep going.
  3. 20 minBinary cards: show numbers with five cards (16, 8, 4, 2, 1). Then find out how the score is stored as zeros and ones.
  4. 5 minExit card: name one sequence, one selection and one iteration in your code.

Session 2 · DESIGN: Sketch

Game design on paper

  1. 10 minChoose your context. Write a brief with your junior teacher's goals: who, what they practise, how long a game lasts.
  2. 20 minStoryboard your game in six panels: start screen, how to play, playing, scoring, winning, ending.
  3. 15 minPaper prototype: move paper sprites by hand while a classmate 'plays'. What confused them?
  4. 5 minPūkeko asks one question about your plan. Write your answer on the storyboard.

Getting started

Use the six-panel storyboard sheet with one rule per panel.

Stretch

Write your score in binary on the start screen, then design a level that is twice as fast.

Checkpoint

A working catch game with score and lives, and a storyboard for your own game.

Activities for this week

Useful this week