kodu

Kodu: What to Expect

Thanks so much everyone for helping us launch our little fledgling to such a receptive audience. As folks are getting excited and waiting on the ETA (me too!,) I thought it would be a good time to calibrate some expectations. Kodu is far and away the coolest project I have ever worked on - it'll be tough to top in the next 25 years of my career in software, but it is a 1.0 so it's good to understand what's there.

1. It is programming. Kodu's a real, albeit small and specialized language. Simple things are very simple to do, and complex things are possible. If you want to do something super-complex, you will have a learning curve, but nothing like what you'd see with a conventional programming language.

2. It can't do absolutely everything. We managed to squeeze in just enough (mainly camera support) for side-scrolling games, but there are still little annoyances: for example, you can make roads float in the air, (such as for a jumping game) but if two roads cross over each other, you can only place objects on the higher road. Annoying; we just didn't get to it.

3. The characters all move differently to support different design goals. If you're into fast, twitchy action, go with the saucer, wisp, or puck, all of which can turn on a dime and accelerate very quickly. Most of the other characters are a little slower, some a lot.

4. Everything has a cost. Sometimes some fairly simple things can be kind of expensive when the game is running. We try to warn you when you've got to much going on in your world - look for the thermometer - but we err on the side of letting you go for it, so it's up to you to keep things running smooth by trading off how you're using different features. For example, if you have a bunch of characters that are all trying to look at each other (using the "see" sensor,) they'll be doing a lot of expensive tests against the terrain. This applies to other things as well: for example, if you drop 50 coins in a level and program them all to react when bumped, they're all doing a little bit of thinking each frame that really adds up. Better to program the character to detect the coins, so you only have one brain running rather than 50. Hint: hearing is more efficient than seeing, because it doesn't have to check if something's blocking.

5. It's a 1.0 from a small team. We do work at Microsoft, but the Kodu team (design, dev, and test) is only six people. I'm sure we missed something. We are standing by to fix any bugs the minute they appear and to flip a service build quickly if necessary. I've been in software long enough to be quite sure we'll need a refresh at some point.

6. If you've been in the playtest or review, your worlds will not be available in the retail version. This is a security thing on the Xbox 360; we can't do anything about it. If it helps, I've rebuilt dozens of levels many times. You get pretty fast at it.

7. The built-in games are just a start. We've put a good double handful of prebuilt content, all built by the team and our early testers. We expect you can do way better. We have designed each of these worlds to show some realistic techniques. We'll be doing some deconstructing of these levels on the blog so you can see why we "did it like that." It's our hope that you can find the world that is closest to what you're thinking of, and then go from there.

8. Kodu is for making small games. We considered many features that would support very large worlds and very long campaigns, but were very conscious that the toolset stay simple and streamlined. Some of these calls were wrong, but we are very happy with the balance we came up with - a set of quick, simple tools for making very cool small games. If you're careful with performance, you can make significantly larger worlds, but you're not going to make Gears 3 with Kodu 1. Haiku is a word that comes to mind. Here again the built-in levels show you some of the tradeoffs you can make.

9. Use the tweak screens. Select a character and press <x>, or go to the world settings tool (far right in the tool palette.) These let you change a lot of nerdy - and very useful - things like the sky color, basic lighting scheme, character speed, bullet speed, smoke trails on your missiles, and lots more.

10. You are Kodu. The success of Kodu depends entirely upon what people build with it. I have been really surprised by what people have pulled off with it already, and supremely delighted to see the level of buzz in the community. It's out of our hands now, and we are counting on all of you to realize the dream of the Kodu omniverse. We're all just getting started...

 

Posted: 06-30-2009 2:48 PM by mattmac | with 49 comment(s) |
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Comments

The Tem said:

FIRST!

AWESOME, good job guys!!

# June 30, 2009 6:03 PM

The Tem said:

Metal Gear Kodu, here we come!

# June 30, 2009 6:06 PM

SEGA said:

6 people and thats what you can do..

color me impressed

# June 30, 2009 6:08 PM

Simburgur said:

(El Bishi)

Will the playtest version of the game and the live version of the game be able to share worlds with each other?

Also, will we be able to just copy our saves from the XNA playtest folder to the Live version folder? Or will it not recognize them?

If yes to either of them, then we can get our worlds from the playtest into live. I really don't want to looose Left 4 Kodu. I spent too bloody long on it :P

Oh and Matt, tell me how far you get (Purple number) on Left 4 Kodu, without using cheats ;)

# June 30, 2009 6:08 PM

mattmac said:

Yeah, no levels can be shared between playtest and retail. Waaah!

As I say to myself every time a hard drive fails with no backup, code is always cleaner and faster the second time around.

Left 4 Kodu. Chortle.

Hey playtesters, look forward to much snappier load times on retail...

# June 30, 2009 6:11 PM

kodufanboy said:

Thank goodness! YAY!

# June 30, 2009 6:12 PM

NYLATOR said:

Ok, this has kept me going for at least another hour :P

# June 30, 2009 6:13 PM

crazysheep said:

Still can't wait, but will go to bed soon as its gone midnight here in England, hope the game will be up there tomorrow, well today my time :D

# June 30, 2009 6:16 PM

Skyman4321 said:

How many MS points in this going to be again?

Thanks :)

# June 30, 2009 6:20 PM

NYLATOR said:

Yeah my eye lids are closing on me, getting pretty tired :(

I've had this blog open all day waiting for any news!

# June 30, 2009 6:24 PM

jeremyv said:

I have to say, I am very excited to see what will come from the combination of this piece of software, and this community. (Who are already chomping at the bit!)

Matt, you guys did an unbelievable job, and I think Kodu came out looking fantastic. I look forward to not only creating games and worlds on my own, but sharing that experience with my children.

The future is bright...

JV

# June 30, 2009 6:26 PM

Ruran said:

5 dollers for all this? It's like heaven. I only hope that it is popular and you guys decide to release DLC (is that supported on community games?) or you get to work on a full blown sequel.

# June 30, 2009 6:26 PM

darthuvius said:

awesome, my kodeman game is mostly done. I was hoping to reset all the dots once kodeman eats em all but I don't think that's possible. I could be wrong though.

I don't mind remaking it. The AI still has problems when switching over from move on path to move toward.

# June 30, 2009 6:26 PM

skine99 said:

Please tell me it's tonight!

# June 30, 2009 6:27 PM

SEGA said:

@ Skyman4321

400 MS Points

# June 30, 2009 6:29 PM

Skyman4321 said:

Aight Thanks :)

I stayed up all night refreshing this blog lol

@ Darthuvius: For your Kodeman, can't you make it that when a certain number of the dots are gone, then they respawn? Or something to that effect? Hope that works :)

I wanna try and make something close to the boss encounters you play in WoW, where people will have to emphasize their roles (tanking, healing, and damage dealing) to take down a difficult boss that will go through phases.

# June 30, 2009 6:33 PM

Sophist526 said:

Do you guys think that we will be able to make FIRST-PERSON shooter?like the view of the player?

# June 30, 2009 6:34 PM

Sophist526 said:

can you play with friends?And if ANYONE is making a Metal Gear Kodu(MGK)then PLEASE add me.GT:Sophist526

PS.I just realized that Kodu would be great for sneaking games!

# June 30, 2009 6:36 PM

Ruran said:

@ Sophist

they said you can do that

# June 30, 2009 6:39 PM

Skyman4321 said:

@ Sophist526:

Amazingly enough, yes, however, I am unsure how well that would work... :(

My idea for that would be to make the bullet's realistic and make it so they travel extremely fast so they are traveling to fast to really see... Do you know if you can do that Darth?

# June 30, 2009 6:39 PM

dakkon597 said:

I was thinking about something. Yes, levels need to be relatively small. But the cool thing about Kodu - How many levels can you fit onto your HDD? :D Talk about episodic content. I'm going to make a series like a comic book and release portions of the adventure as I learn. What do you guys think?

-Scott

# June 30, 2009 6:42 PM

Spirit-Crusher said:

I was really hoping that this would come out today, however that doesn't seem to be the case.

Oh well, regardless if anyone wants to collaborate or swap levels, go ahead and add me on XBL

Gamertag - xAbaddon.

# June 30, 2009 6:42 PM

The Tem said:

@Sophist526:

If you read the previous post you'll se I called dibs on MGK.  ;p

I'll add you

# June 30, 2009 6:42 PM

The Tem said:

I do think kodu is jus BEGGING for microsoft avatar support!!

# June 30, 2009 6:43 PM

Skyman4321 said:

You should add me to your friend's GT:xXHellFyreXx, and check out my kodu games when it comes out :).

Sohpist said sneaking games would be cool on it, and that's funny, I was just thinking that haha. After my first game idea (above) I would like to try and make a stealth game :)

# June 30, 2009 6:45 PM

Simburgur said:

(El Bishi)

No sharing to Live? Boo :(

Are you guys able to convert stuff to Live? Mark's got the latest version of L4K...if you could send me that once Kodu is live, you will be officially awesome. And I will name some characters after you (Mark is in L4K already :p). The other games I don't care about as much, they are just testing RTS systems.

@Skyman: Dots: Yes, that is possible. Bosses: Depends on the mechanics of said boss.

@Sophist: Yes, you can do FPS. L4K would be FPS, but you are unable to split the screen, so I made it top-down to allow 4 people could play.

@Skyman: Yes, you can change blip movement and reload speeds.

# June 30, 2009 6:50 PM

Skyman4321 said:

Thanks El Bishi :)

That really sucks yo can;t split screen though!!! :(

# June 30, 2009 6:58 PM

Ruran said:

In FPS games, is there a system in place where you can select the character you play, or is it automatic? Like how in L4D you pick from Zoey and all them, could you do something like that for Left 4 Kodu?

# June 30, 2009 7:01 PM

dakkon597 said:

I'm sure you could simply get into the game at first as a generic Kodu, then have the four characters lined up. Assign a bump command to your character to take control of the other one and enter FPS mode - or trigger enemies to start spawning.

# June 30, 2009 7:04 PM

skine99 said:

Well you could MAKE a system ;)

# June 30, 2009 7:05 PM

Simburgur said:

@Ruran: Yes. You could have the cursor active then when a bot detects that the cursor is close by, he can switch to page 2.

Example:

(1)

Glow None

Hear Cursor Closeby, Goto Page 2

(2)

Glow Blue

Player1 Press A, Goto Page 3

Hear Cursor Closeby None, Goto Page 1

(3)

Glow None

Camera 1stPerson

Player1 Press RT, Shoot Blip

Player1 Press LS, Move

etc.

# June 30, 2009 7:10 PM

Skyman4321 said:

@ Dakkon597:

Good idea! Funny you say that, but for those of youwho play battle.net on warcraft III, that's usually the same way you select a character on games like RPGs :)

# June 30, 2009 7:11 PM

dakkon597 said:

That's exactly what I was referring to! Haha! And I love Simburgur's idea! Have the dude light up and look at you and emote and/or have a text box open that says "Pick me!"

You could also make it so when you shoot a glowing dude, you take control of them. Hmmmm... That could be a cool way to take control of characters in a Baldur's gate kind of deal where you have AI companions in battle. :D

-Scott

# June 30, 2009 7:17 PM

Ruran said:

Yeah, thats exactly what i noticed, i thought of some of the old Angel Arena custom games. Can't wait to get my hands on this

# June 30, 2009 7:20 PM

dakkon597 said:

Haha! KODU DOTA!!!! WOOOHOOO!!! Hahahahaha!

# June 30, 2009 7:25 PM

mattmac said:

Bullets can be pretty darn fast.

First-person is easy. Either zoom in all the way, and you pop into first person, or use the view:first person command in the Kode.

Split-screen: wahh, I want that too

Replenishing dots: I have an experimental level in my bag where a wisp comes through and replenishes all the enemies when they're gone. Move on path, dropping dots on a timer - should work. Could randomize the timer to change the dot placement too.

Sneaking games - very definitely, check out "shadow hunter" in the samples - one of my favorites.

# June 30, 2009 7:28 PM

SEGA said:

Does this game offer ways to make your own people/creatures? or are they preset?

and if not, will updates be made to do so?

# June 30, 2009 7:31 PM

Simburgur said:

Matt, are you able to send me the version of L4K that Mark has when Kodu is live?

# June 30, 2009 7:32 PM

Skyman4321 said:

@ Ruran:

hahaI never really played Angel Arena =/, but I know what your saying.

For my "Boss Game", there will be a tank who will have alot of health (25 for the first boss, then upgrade, 50 for second boss, then upgrade, then 75 for last boss) and have some ability to make sure the boss and any other enemies are attacking him. Their will be damage-dealers who will have like 20 health for like he entire game, but deal more damage per upgrade. They will only deal damage and have a special ability to freeze enemies (except boss). Healer's will have like 5 health the entire time, and be able to deal very little damage, but heal really well, especially with each upgrade. There will be an upgrade after each boss, and after last boss, there will  be like an arena to due each other haha.

# June 30, 2009 7:32 PM

Simburgur said:

@SEGA: No, and I doubt it. That would make worlds unsharable.

I do however think they'll bring out more bots. I hope they do anyway :)

# June 30, 2009 7:32 PM

stevrosb74 said:

For heavens sake, guys, don't keep us in suspenders! When, when, WHEN!!

# June 30, 2009 7:34 PM

SEGA said:

Ok, gotcha..

# June 30, 2009 7:35 PM

darthuvius said:

@mattmac that sounds good about having a wisp go through the level and replenish the dots, they move pretty fast. I might need to play some music while it doe so though.

I was thinking abut just putting a coin up in the air and have it create a dot, but my level is close to orange.

# June 30, 2009 7:36 PM

dakkon597 said:

I wouldn't be surprised if Microsoft woke up after this little experiment and gave the team more people to help them and a bigger budget to make a full commercial release of an entire game coding package. Could potentially be the biggest development in console modding history. ;)

Truly an impressive feat for six people and a few years. Look at something like Starcraft 2. Took a decade coming from a multi billion dollar company and hundreds of employees to release. Well done, Ko-team. Well done. *claps*

...*then cries*

This needs to be online. Right now.

# June 30, 2009 7:40 PM

Ruran said:

So many possibilities, I think i may create a game, a shooter where after you kill a stronger unit (bossish type?) you take it over (if thats possible) and then use that superior form to fight a even better boss. Can you change the sizes of the bots in this? or is it fixed.

# June 30, 2009 7:52 PM

skine99 said:

The bot sized is fixed unfortunately.

# June 30, 2009 7:59 PM

theonlyix2 said:

Any possibility of a Swedish release?

# July 1, 2009 1:48 AM

DrakeValdor said:

This is actually a lot more fun than they originally made it look. I'm quite impressed with all the options available. I added a few of you to my XBL...

Tag = Seniore Drake

Hope to see some of you to share what you've made!

# July 13, 2009 1:46 PM

DrakeValdor said:

forgot to mention, my plan is to make TD style maps, similar to those found in WC3.

# July 13, 2009 1:48 PM