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Kodu Game Lab Hands On

Xbox 360 Hands On by Simon Parkin

8 July, 2009

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In less than an hour I'd made my first game. Admittedly, it was a game in which you drive an unmanned unicycle around an abandoned piece of scrubland while attempting to shoot down a host of flying sharks with some multi-coloured lasers to a custom soundtrack of Sinatra's "Fly Me to the Moon". But crikey, if it wasn't just about the best unicycle-based, sea-predator-themed, crooner-soundtracked shoot-'em-up you've never played.

Videogame creator toolkits are far from a novelty. From the Commodore 64's Pinball Construction Set to the N64's Dezaemon 3D shoot-'em-up creation package (not to mention the multitude of level editors bundled in with just about every PC first-person shooter) game-building tools for consumers have been a niche but consistent feature of the gaming landscape. And, of course, the success of LittleBigPlanet's recent efforts to democratise game design, pressing the game's full creation toolset into players' hands, has popularised living room game-making like never before.

But Kodu Game Lab's ambitions outstrip those of its distant rivals, not to mention its paltry price point of 400 MSP. Here your creations are not bound to a single genre or set of game rules, or even a single visual style. Rather, this ostensibly-for-kids game-creation set has broadened its boundaries to encompass everything from third-person shooters to racing games to RPGs. While you're never going to be able to turn out the next Gears of War-alike with its modest XNA-based engine, you've a good chance of being able to approximate any ideas you may have, and the limits of what's possible are wide enough to allow your imagination a long leash.

That gently hyperbolic introduction out of the way, it's probably best to set some realistic expectations. Kodu Game Lab, while designed by Microsoft's employees, has enjoyed no special treatment in finding its way onto Xbox Live's indie game portal. Created in XNA and delivered to XNA, it has been subjected to all of the same restrictions as any enthusiast developer working for the platform.

'Kodu Game Lab' Screenshot 1

While it's possible to get good-looking results very quickly, the bigger picture ideas have to come from your mind.

If you are already a games programmer of even modest ability, you'll no doubt find this package restrictive, simplistic and a bit pointless. That's fine. Kodu Game Lab isn't for you. It's for us, the giant throng of gamers who feel like they might have the germ of a good idea for a game but don't have the time to learn C++ or LUA script in order to scale the massive learning curve that sits between our idea and our game. At the very least, it's for those of us who would like to understand just a little bit more about how videogames are put together, and on that basis, it's a triumph.

From first touch, Kodu Game Lab is teaching these principles. Sensibly, the game opens with a tutorial, rather than a blank sheet of 3D space. You're shown a pastoral scene containing a character standing on a pathway leading up to a tower atop a small hill. A speech bubble pops up with a challenge: "Program the character to automatically walk towards the character." And you're off. Clicking on the Kodu allows you to edit its behaviours in a string of accessible, well-presented commands.

These commands are generally split into a simple equation that reads: When 'X' then 'Y'. In this first tutorial that equates to: When 'character sees tower' then 'character walks towards tower'. Options are chosen from a smart, nested ring menu interface so that completing the first tutorial can take less than 30 seconds when you know what you're looking for. These command strings can grow to be far more complex, dictating both passive behaviours as well as active behaviours, and you can also stack the commands to make them more complex and specific.

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Comments: 1-31 of 31 in total

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cragtek
08/07/09 @ 13:25
#1
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I bought Kodu and can honestly say it was 400 points well spent, even if I have my reservations. Initially I thought it was a bit fiddly and not quite what I was hoping for, but it's grown on me substantially.

My biggest gripe is that you're offered a rather paltry set of assets to play with, so have to really think outside the box and can't really create a "style" to apply to your games, other than the default Kodu look, which won't be to everyone's tastes.

That said, the engine is pretty powerful and, if you string several commands together, you can create some reasonably potent games. Great for a fiddle if you're bored, or, like me, a sandbox obsessive.
Edited 2 times, most recently on 08/07/09 @ 14:27
JohnnyWashnGo
08/07/09 @ 13:38
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I remember 'playing' 3D construction kit on my Atari ST for months when it was released - nothing came from it. I got bored of loading the bloody thing just to mess with a 3D world I created.

Also, back when I used Shoot 'em up construction kit for the Commodore 64, I created a shoot em up. It was dull, full of flying penii and odd spermy shaped things.

Now I find myself wondering whether I can create a 3D version of my shoot em up game in Kodu. It would rock !
cyacomini
08/07/09 @ 13:39
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I've been working on a title in XNA for the last couple of months - just not finding the time to learn C# properly though so not getting very far at all.

Maybe Kodu will give me a test bed to see if my concept will work as a game before I waste my time with XNA any further. Kodu may become the opener to a lot of XNA development.
cragtek
08/07/09 @ 13:40
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Johnny, I can confirm that sculpting islands in the shapes of cocks and balls is very possible - so perhaps this is your moment to shine once more?
wizlon
08/07/09 @ 13:42
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This might be interesting as a prototyping tool, or maybe a short distraction, but I doubt it'll catch on.
oef!
08/07/09 @ 14:15
#6
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But crikey, if it wasn't just about the best unicycle-based, sea-predator-themed, crooner-soundtracked shoot-'em-up you've never played.

But is it better than The Flying Hamburger Trombonists or The Creature From The Not Quite So Black Lagoon which I played in my youth?
DrDamn
08/07/09 @ 14:18
#7
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I think the strengths of the system are in learning about game logic - that it does very well. I'm not sure about prototyping - it's not as flexible as you might imagine so there are boundaries you'd need to take account of. You would also need to accept the controls aren't all that great. So you would be prototyping logic.

One important point - which also applies to LBP and is often missed - creating stuff is fun. It matters not one jot if it's a bag of crap to play or that no one else in their right mind would have fun with it. If you had fun creating it then that is what matters.
link'sdad
08/07/09 @ 14:20
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Very well (if slightly limited) implementation marred by its tendancy to crash.

I took my 4 year old through a few of the first examples and he was captivated. He lost interest after our first 'teapot island' when I started obsessing about a uniform moat depth on our next project 'castle island'

Some great features which could carry this a long long way IF MS made it a priority. Although with the current dev team of 6 and it being bandied about as an educational tool, it may languish where it is for the foreseeable with a few minor tweaks.
sneetch
08/07/09 @ 14:26
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it was a game in which you drive an unmanned unicycle around an abandoned piece of scrubland while attempting to shoot down a host of flying sharks with some multi-coloured lasers to a custom soundtrack of Sinatra's "Fly Me to the Moon".

This will be my GOTY! Cannot wait.
Xerx3s
08/07/09 @ 14:26
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PENISLAND! \0/

/downloads
onyxbox
08/07/09 @ 14:30
#11
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I started writing a game in XNA and it was coming along niceley then I started playing inFamous and Left 4 Dead :-D

I need to get back to it now an finish the game. It was really fun coding a game, I've always wanted to make a game and thanks to Microsoft's XNA stuff it's made relatively simple.

I hope they introduce it to handhelds (Zune) etc. and sort out a similar system to iTunes App Store.
Cronan
08/07/09 @ 14:31
#12
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It's a lot of fun, but is severly limited. There is no place to save levels down where people can see them - you can only share with other Kodu users on your friends list who are logged on at the same time as you.
Ranger101
08/07/09 @ 14:37
#13
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"I started writing a game in XNA and it was coming along niceley then I started playing inFamous and Left 4 Dead :-D "

My XNA game was coming along very very nicely until Street Fighter 4 came out (well, sf4 and then the Sun).
JJrabbit
08/07/09 @ 15:00
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@onyxbox : I may have misunderstood you, but you can use XNA to code for the Zune :)
onyxbox
08/07/09 @ 15:20
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"I may have misunderstood you, but you can use XNA to code for the Zune :) "

Cool... I was thinking Zune HD but yeah I suppose there's no reason it won't support those devices when they arrive. I would like to do something for iPhone but I can't be arsed TBH - my skillset is in C# (through work etc.) so it's the path of least resistance for me to make a game.

I like C# too it's a nice language.
onyxbox
08/07/09 @ 15:22
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"and then the Sun"

:-D yeah and that :-D
Mentalist(air)
08/07/09 @ 15:40
#17
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PENISLAND! \0/

What's so exciting about an island full of pens?
Xerx3s
08/07/09 @ 15:48
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"I like C# too it's a nice language. "

Could have been better though. There are several things that I wish they implemented that would have made my life so much easier. Oh well, you can't have it all, can you?
As for developing on the zune or something, I reckon that you can port your code with the press of a button (at least, if my pc/360 cross platform coding is anything to go by.
I wonder when they will add the store and implement WM in XNA...
woodnotes
08/07/09 @ 17:03
#19
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How could they mention some random pinball creation game instead of SEUCK!?
Skurmedel
08/07/09 @ 17:30
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XNA != C# :) I don't know if I like XNA, it's a bit too abstract for my tastes.
KDR_11k
08/07/09 @ 18:57
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I really want it just for toying around and possibly prototyping some of my ideas but it's not available in Germany because none of the community games are. I wish MS would move it to the regular XBLA for those regions which can't get the community games.
Scimarad
08/07/09 @ 19:02
#22
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Something like this coupled with the Spore editors would be great!
Xerx3s
08/07/09 @ 20:21
#23
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"XNA != C# :) I don't know if I like XNA, it's a bit too abstract for my tastes. "

I never implied it was. :)

KDR_11k: Community games don't need to be available for you to use XNA. Anyone, anywhere in the world with a PC is able to make games with it. You can put them on the 360 as well but that will require an indie dev account (which isn't very expensive considering what it does). If you've got a good brain, you can learn to make a game in a matter of hours, even without prior knowledge. It's just that simple.
Chufty
08/07/09 @ 22:18
#24
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Is it as good as SEUCK? I doubt it.
KDR_11k
09/07/09 @ 08:33
#26
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Xerx3s: I mean specifically Kodu since it seems like a nice prototyping framework when you don't have to worry about implementing controller handling and making placeholders and data formats and such first. Then again I haven't really looked into XNA yet and what scope that entails, all I've used so far toolkit-wise was PyGame which is good for 2D games but can't do 3D. I guess instead of Kodu I could use the Blender game engine which is ROUGHLY similar but I think less capable.
Ranger101
09/07/09 @ 10:51
#27
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XNA is a friendly version of Direct-X, basically - with the ability to go very unfriendly very fast if you want to do some special stuff.
trebell
11/07/09 @ 09:56
#28
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I think my son will enjoy this a lot. He's already into using scratch on PC and finds these basic development tools really interesting.
Edited 1 times, most recently on 11/07/09 @ 10:57
hobbesthetiger
11/07/09 @ 20:18
#29
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SEUCK was legendary, as someone who dreamed of creating games as a 10yr old, but never ever got further than learning a tiny bit of basic!

This looks interesting, but the problem may be, after a hard day at work, am I likely to bother with this, or (more likely) will I just revert to playing my favourite games? It's a little depressing that I'm more likely to play something someone else has done, rather than create something myself, but that;s the reality.
trebell
11/07/09 @ 21:20
#30
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"This looks interesting, but the problem may be, after a hard day at work, am I likely to bother with this, or (more likely) will I just revert to playing my favourite games? It's a little depressing that I'm more likely to play something someone else has done, rather than create something myself, but that;s the reality. "

I have the same problem with XNA. I am a coder but have worked on the corporate side for my whole career and haven't written a game since i coded basic games as a kid. I really mean to get to it but just cannot motivate myself to spend more time on the PC when i get home from work.
Edited 1 times, most recently on 11/07/09 @ 22:24
chiery
11/11/09 @ 10:48
#31
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I think Kodu can be categorized as a serious fun Download Games. It doesn't have realistic graphics, huge explosion, or even a way to win. But Kodu makes creating is more challenging than consuming. I think it's one of the best and creative games ever.

Comments: 1-31 of 31 in total

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