Game designers don't just start typing — they plan first. They decide the goal of the game, who the player controls, how it moves and how you score. Today you'll do the same job a real game programmer does: plan a simple arcade game, then build the first part of it on your device.
Fill in the four lines of your game plan on the Investigation Journal page first — the goal, the player, how it moves and how you score. Then watch the board as each piece is modelled, then try it yourself and press Run to see what happens. By the end you'll have a sprite you can steer around the screen.
Five minutes on the plan before any device work. Pupils fill the four lines on the Investigation Journal page: the goal, the player, how it moves, how you score. Take two or three aloud so the class hears different games, then build. The plan is what step 1 promises and what the rest of the lesson delivers against — it is not a written exercise, one line each is plenty.
Set the scene: pupils are game programmers today and will build in stages. Have devices ready on the Arcade site. Model the first step or two on the IWB before pupils work in pairs. Ask: What makes a game fun to play? Circulate to help with early bugs.MakeCode Arcade is a fun and easy-to-use tool that lets us create our own arcade games. It's like a digital playground where we can build and play games right in our web browser.
With MakeCode, we can use colourful blocks to build our games, just like Scratch.
If you have a small handheld gaming computer like the BrainPad or GameGo, you can even put the games you make onto it and play them anywhere!
Read this together as orientation — pupils don't build anything yet. Draw the comparison to Scratch and micro:bit editors they may know. Ask who has ever played an arcade game. Mention that a handheld is optional and not needed to complete the lesson.
Imagine the MakeCode Arcade code editor as a magical toolbox. It's a lot like the Microbit and Scratch editors you might have used before. Here's what it has:
Point to each area on the IWB — simulator, toolbox, code area — and name them aloud. Key question: <em>Where will we watch our game run?</em> Support: keep these three words on the board for the whole lesson so pupils can point rather than describe.
Let's create our first project!
Go to the Arcade MakeCode website and create a new project. You can call your project anything you want!
Create a new Arcade project using the makecode.com website.
Model creating a fresh project on the board — this is the very first project, so there is nothing saved to open. Let pupils name their project anything sensible. Watch for pupils opening a tutorial instead of a blank project; steer them to a new blank one.
When we add a sprite to an Arcade project, we add it by putting it into a variable. We normally use variables to store numbers and text but we can also put more complicated things in them like sprites!
Add the following code to your project.
let mySprite = sprites.create(img`
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`, SpriteKind.Player)
This creates a variable called 'mySprite' and stores a sprite of kind Player in the variable. There are different types of sprites such as:
Click on the gray box in the sprite block to open the Editor. You can choose a sprite from the Gallery or you can paint your own sprite using the Editor.
Explain a variable simply — a labelled box that holds something, here a sprite instead of a number. Model dragging the block on the IWB. Common snag: pupils delete the whole block rather than editing it. Ask: <em>What is our sprite stored in?</em>
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