Access to 10 comprehensive game development exercises designed to inspire and teach. Materials for every exercise include:
- extensive introduction illustrated with graphics and animations,
- from 2 to 4 programming lessons (24 in total),
- step-by-step programming guide,
- downloadable graphics and other extras.
Access to RoboCAMP teacher handbooks.
Course available in monthly and annual subscriptions.
- Scratch 2.0 software – you can download it here.
- Computer with Internet connection.
Space Explorer is a single player game with a space shuttle to maneuver through an asteroid field. The player uses arrow keys to control the shuttle and the space key to fire a laser missile and destroy asteroids. The aim is to survive for as long as possible. During two lessons with this project, students learn how to build a shooter game using visual programming blocks and learn several programming concepts such as controlling shuttle motion with arrow keys, detecting collisions and programming mouvement of the asteroids and laser.
Bouncing gear is a LEGO themed take on one of the oldest arcade games: Pong.
Unlike the original, our game is single player, and the objective is to bounce off the gear (instead of a ball) with the paddle. Each time the player bounces the gear, he receives a point, but at the same time, the gear gains some speed and makes the game more difficult. During this exercise, the students will learn how to use mathematical formulas to calculate the
angle at which the gear bounces off the paddle. The game also relies on variables to store points and the speed of the gear.
Race is a simple racing game in which one or two players race against the clock on an oval track. The longer the vehicle stays away from the track edge, the greater speed it gains. The game features color detection mechanism to keep track of the vehicles, as well as variables to save the score and modify the speed of the vehicles. The exercise consists of three lessons, however, the third lesson, which introduces a multi-player version of the game, is optional
In the Falling Bricks game, the player controls the basket with a computer mouse and tries to catch as many falling LEGO bricks as possible. Bricks appear in random places at the top of the screen and fall faster as the game progresses. During this project, students learn how to code a simple game by using visual programming blocks and learn several programming concepts such as: variables, random values, detecting colors and keeping score.
The Scratch version of this game has every essential feature of the immensely popular Snake for Nokia cell phones. The goal remains the same: to eat as many “snacks” as possible, without running into walls or into the snake’s own tail. In this exercise, students will get to know a clever method to make the snake’s tail grow longer upon eating a snack. They will also learn how to increase the difficulty level with each point earned, yet without making the game unplayable.
Banana Chase is a simple game, perfect for taking the first steps in game development with Scratch. The aim of the game is to guide a gorilla (a character from our SafariCAMP WeDo course) through a maze, so that it can reach a banana waiting at the end. The exercise consists of two lessons, during which the students will make the gorilla move in accordance with the keyboard keys pressed. Students will also learn how to make the game more interesting by changing the mazes and animating the main character.
Click-A-Brick is a skill game, where the player must click on bricks popping up on the board. The objective is to remove as many bricks as possible in a limited amount of time. During two lessons dedicated to creating the game, students will have an opportunity to use their knowledge of coordinates and randomness to build a net of places, where the bricks will appear. Moreover, they will learn how to detect the mouse cursor location, how to check if the mouse button was pressed, or how to create simple animations.
The Brick-Man game was modelled after the legendary Japanese arcade game Pac-Man. The player’s task is to “eat” all cross-shaped dots in the maze without getting caught by enemies. The game includes a sprite controlled by the player and several autonomous enemy sprites. Programming this game creates an opportunity to recall knowledge about color detection, visual effects, using variables and duplicating objects.