Kodu Game Lab

One I made earlier.

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.

For example, you might create the line: When 'player holds down L trigger' then 'shoot' + 'missile' + 'of a random colour' + 'forward' + 'once'. It's then possible to adjust the speed and rate of fire of your missiles or the speed of your vehicle and so on. In minutes you can choose to make it invulnerable, have the HUD display its hit-points, set its bounciness, friction, how many missiles can appear on screen at any one time, and so on. It's fast, straightforward and, in most cases, everything behaves in exactly the way you would expect it to.

As this is an XNA game, don't expect a huge amount of polish to the tutorials. Everything is rough and ready in terms of presentation, but it's also been thoughtfully arranged so that you soon learn the basics and, if ever you do become lost, it doesn't take long to find your way back to the top level of the editing menus. As well as the 11 rudimentary learn-as-you-do tutorials, Kodu comes with a slew of example levels and game types, all of which can be tweaked and picked apart so you can see how they work. It's worth spending time with all of these before embarking on your own first blank project as, until you have a good handle on the basics, an empty 3D space waiting to be filled with cameras, textures, objects and ideas can be a terrifying prospect.

However, when you are ready to start on something from scratch, the options are pleasingly varied. You can add scores of different characters and objects to your world and, while there's no graphical editor to allow you to design these from scratch, stock items include things as varied as walls, roads, apples, fish, jets, blimps, submarines, cannons, clouds, stars, rocks, coins, castles, hearts and ammo. Adding ground to your game level is as simple as painting it on, Photoshop-style (from a palette of 121 different types, colours and textures), and you can change the lighting and even adjust the strength of the breeze. You can raise and lower the ground to make hills and valleys, set the camera behaviours, alter wave strength, how the game first appears to users (with a description or a timer counting down), and you even have some rudimentary tools for debugging sight and sound lines, displaying collision data and so on.

'Kodu Game Lab' Screenshot 2

Building and sharing ideas with friends is straightforward, although it's certainly a shame you can't download the efforts of people who aren't on your friend's list.

While good results will almost certainly take longer than even the most complex LittleBigPlanet level, and it'll only look half as good thanks to the blocky, N64-esque graphics engine, the two games are comparable. As with Media Molecule's title, Kodu will teach you the basics of game design. Maybe not in the sense of hard-coding, but certainly in the process of formulating an idea and then executing all of the various necessary components to bring it to life.

It will take the coming weeks and months for Kodu's boundaries to be pushed against and broken by creative types and through that process some gems may be formed. But my hunch is that Kodu's lasting worth rests not in the creations its users put out, but in the lessons and principles it teaches those users, in the young people that are inspired to become game designers when they grow up, and in the older people who gain a new appreciation for the effort that goes into even the humblest videogame.

Comments (27) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • JohnnyWashnGo #1 3 years ago

    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 #2 3 years ago

    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.
  • wizlon #3 3 years ago

    This might be interesting as a prototyping tool, or maybe a short distraction, but I doubt it'll catch on.
  • oupe #4 3 years ago

    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 #5 3 years ago

    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.
  • linksdad #6 3 years ago

    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 #7 3 years ago

    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 #8 3 years ago

    PENISLAND! \0/

    /downloads
  • onyxbox #9 3 years ago

    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 #10 3 years ago

    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 #11 3 years ago

    "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 #12 3 years ago

    @onyxbox : I may have misunderstood you, but you can use XNA to code for the Zune :)
  • onyxbox #13 3 years ago

    "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 #14 3 years ago

    "and then the Sun"

    :-D yeah and that :-D
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #15 3 years ago

    PENISLAND! \0/

    What's so exciting about an island full of pens?
  • Xerx3s #16 3 years ago

    "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 #17 3 years ago

    How could they mention some random pinball creation game instead of SEUCK!?
  • Skurmedel #18 3 years ago

    XNA != C# :) I don't know if I like XNA, it's a bit too abstract for my tastes.
  • KDR_11k #19 3 years ago

    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 #20 3 years ago

    Something like this coupled with the Spore editors would be great!
  • Xerx3s #21 3 years ago

    "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 #22 3 years ago

    Is it as good as SEUCK? I doubt it.
  • MeBrains #23 3 years ago

    well well... finally something which I would buy a 360 for. with kids in the house, I would like them to think about their own games instead of just chewing on pre-baked.

    should 360 have been more stable, I would now consider a purchase. as it is, MS scrupulously put defective gear on the market and it should be boycotted for it. no matter the 3y warranty. (i'll keep on repeating that... indeed)
  • KDR_11k #24 3 years ago

    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 #25 3 years ago

    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.
  • hobbesthetiger #26 3 years ago

    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.
  • chiery #27 2 years ago

    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.