MID TERM PROJECT JS1 (DIGITAL TECHNOLOGIES) - KODU AND ROVER MAZE ADVENTURE


🎮 Project Title:  Kodu and Rover Maze Adventure

Obtainable Score : 20 Marks



🧩 Project Overview:

Students will design a simple maze game in Kodu Game Lab where Kodu or Rover must navigate through a maze to collect coins (or apples) and reach a goal. The project helps students learn basic programming logic, pathfinding, and game design principles.

🎯 Learning Objectives:

By the end of the project, students should be able to:

1.  Create and design a 3D maze environment in Kodu.

2.  Program Rover or Kodu using basic conditions and actions.

3.  Use paths, scores, and goals in a simple game.

4.  Understand how to test and debug their Kodu programs.

🛠️ Project Steps:

Step 1 – Create the Maze

·       Open Kodu Game Lab and start a new world.

·       Use the terrain tools to create maze walls (use ground raising or block tiles).

·       Leave open paths for movement.

Step 2 – Add Characters

·       Add a Kodu character at the maze entrance.

·       Add a Rover or other bots as moving obstacles (optional).

·       Place apples or coins around the maze to collect.

·       Add a flag or castle at the maze exit as the final goal.

 

Step 3 – Program Kodu

Example basic code for Kodu:

When game starts → Do say “Let’s go!”
When see apple → Do move toward it
When bump apple → Do eat it → Do score +1
When see flag → Do move toward it
When bump flag → Do win game

Step 4 – Program Rover (optional)

 

Make the Rover patrol the maze:

When game starts → Do move forward
When bump wall → Do turn left

Or make Rover chase Kodu:

When see Kodu → Do move toward it
When bump Kodu → Do lose game

N:B
Submit your project to:  sunlitedigitalhub@gmail.com
OR
Submit on resumption with your personal laptop
Enjoy 😄😄 your break!!!

Comments

Popular posts from this blog

THE CENTRAL PROCESSING UNIT (CPU)- DEFINITION, COMPONENTS OF CPU- CONTROL UNIT (CU), ARITHMETIC AND LOGIC UNIT (ALU), REGISTERS AND FUNCTIONS (SS1)

SS3 1ST TERM SCHEME OF WORK (DIGITAL TECHNOLOGIES) FOR 2026/27 ACADEMIC SESSION

ALGORITHM AND FLOWCHART 1 - MEANING, CHARACTERISTICS AND FUNCTIONS