Our other sites: Retro Remakes | Bagfull Of Wrong |

11 responses to “Kodu Game Lab”

  1. Stegersaurus

    I love the idea of a kid-friendly high quality game making environment… but at the same time the restrictions on such environments push me back a bit. I just look at Kudo and end up thinking something to the extent of “well, it can do some things, but it never really matches the idea I’d want to make fully”. But perhaps I’m thinking of this wrong. I know how “unrestrictive” real programming can be because I have first hand experience making complex systems, but for someone using this as a starting point, for interest, they would probably end up working AROUND Kudo as opposed to getting miffed by it. In other words, once the tools are learnt the player designs their game around the tools available. At that point, the appeal starts making more sense to me. It’s not the possibility to make everything or anything, but the probability of at least making something unique easily.

  2. fog

    Tricky one this. I’m clearly not the target audience for this so it’s difficult to judge just how effective it is as a tool. However, as mentioned in the review, anything that makes it easier for non programmers to create a game should be applauded. And if it’s a stepping stone to “proper” coding then all the better.

    Right now it doesn’t matter how great a game idea you have, if you can’t code to some extent then it’s almost impossible for those ideas to become reality. If Kodu helps address that imbalance in any small way then that can only be a good thing. (I wish there was an equivalent tool to help all the great coders I’ve seen over the years who haven’t got a clue about game design, but that’s a different topic.)

    TBH the example games I played in Kodu were poor, however, as LBP has shown, users imaginations will soon be doing things the developers never dreamed of. It’s just a shame there’s no easy way to distribute anything you produce and that IMO is Kodu’s biggest failing and another problem with XBIG.

  3. Harry

    If I were younger I’d be all over this. Wasted many hours on Click and Play back in the day.

    For visibility, I hope it doesn’t drown but in fact helps to garner more interest for the Indie Games section. Who knows!

  4. 9572AD

    It’s got more in common with S.E.U.C.K. than with GameMaker, methinks, but it’s a decent introduction to programming concepts.

  5. Developmental Games

    I’ve had a little play round with it, and yeah, I guess it’s a nice visual bit of pseudo-code which will hopefully get quite a few people interested and raise the profile of the platform as a whole.

    It’s nice that the player is able to experiment and make Kodu the experience they want it to be. For example, while playing with one of the built in shooter games, I decided I didn’t like how damage was working and within ten seconds, I’d changed it to how I wanted it to be. :)

    But I’d have to disagree with the ‘no special treatment’ bit I’m afraid – it appears to be a 167MB download. :O

    1. Spyn Doctor

      The 167MB download is not “special treatment”. Two reasons:

      First, the 150MB limit applies to the packed .ccgame file that is uploaded by the developer. This file then gets “processed” by the framework in some manner (unpacked/repacked/framework files added, whatever), so the actual game size on the service is usually larger than the submitted .ccgame’s size. So any developer who submits a .ccgame which is close the the 150MB limit will probably end up with a game on the service that seems to be larger than this limit.
      Second, it’s not very well known, but the 167MB size that the Xbox dashboard displays actually isn’t the download size at all, but it is the size that the data will take up on your storage device *after* download, i.e. also after unpacking. So it might be that the download is actually smaller, but after installation the game then takes up 167MB on your device. It’s this number that is displayed by the dashboard (MS seems to think that consumers don’t care about how much data actually goes over the wire, but rather how much space the game will take up on their device).

      So you simply can’t make any assumptions about the original size (in regards to the 150MB limit) from viewing the game size that is displayed by the dashboard.

      1. Developmental Games

        Ah – touché – I wasn’t aware of that. ;)

      2. John Bruce

        Oh, thanks for clearing that up. That explains why sometimes you see games that are over 50MB selling at 200 points.

  6. darthuvius

    I think the reason its not on XBLA is because its not a game. and also perhaps budgeting and certification concerns.

    I like making games with Kodu, I have also made a game with XNA game studio. Kodu is easier ;) Some of the Kodu games I have tried are far better than a lot of the games currently on the community games channel. I hope the Kodu team expands on this project a lot.

  7. Alex

    Can we make a tower defence on this?

Leave a Reply

Rss Feed Tweeter button Facebook button Reddit button Delicious button Digg button Stumbleupon button Newsvine button