Remember, when using the Editor, you have various lifelines that are there to help you understand how each part works.
In this article:
How to build a game
A video game in the Editor is made up of levels. When a player finishes all the levels, the game is over.
In this example, the game has three levels.
To complete a level, the player must interact with all the “building blocks” you’ve deemed necessary.
“Building blocks” are the components you will use to tell your game’s story.
Each level is made up of different scenes. Each scene has a setting as well as other interactive elements (objects, characters, clickable areas, etc.).
In our example, level 3 has two scenes.
If we hone in on scene 2, we see that it takes place in an office (setting, 1) and, within that setting, we have a character (Rose, 2) and an object (Computer, 3). The flow would look like this:
In-game, it would look like this:
Within each scene, elements can launch action chains called “flows.” “Flows” are built when you start linking building blocks to elements.
In scene 1 of the example, we have a flow.
The element (in the example, “Rose”) is always the first link in the chain. When the player clicks on “Rose”, all the building blocks in the flow (the rest of the links in the chain) will be carried out in order.
In the example, when the player clicks on Rose, a “Message” (note) will appear. Then, when the player reads and closes it, the game will show a “Video.”
Elements can have building blocks attached to them, or not. But, if they don’t, the player won’t be able to interact with them.
How to create your first game
From the Editor’s home page, click the “Create Course” button and select which language you want to use.
The first thing you need to do is fill in the various fields in the “Information” tab.
This is the information your students will see on Campus. Describe your course in a way that will make your students want to play. Spice it up!
When you're done in the “information” tab, fill in the fields in the “Settings” tab.
Even though you are NOT required to use them, points are an important part of gaming.
Choose what type of points you want to use in the “Settings” tab. There are three types: indicators, skills, and grades.
Indicators are the points that are gained and applied in the game or adventure. For example energy, strength, money, health, etc.
Skills are the points that quantify the knowledge a student is acquiring. For example communication, negotiation, empathy, etc.
Grades are points you can use to assess and evaluate students.
Remember: you can use all the point types, some of them, or none of them.
After configuring what scoring types you’ll use, you can add or subtract points from students’ scores throughout the game.
Although you don’t have to, you can utilize the “Map” to help players move around scenes within the same level. But that’s not the only way to move players between scenes (see the “change scene” building block).
If you're going to use the map, we suggest that you wait until you’re done designing the whole game before you configure it. Just click “use map” and, after you finish designing the game, set it up.
If students have any questions about your course, you will need to help them. In this section, enter a website or email they can direct their questions to as well as a webpage with some FAQs.
When you’ve finished filling in the required info in the “Information” and “Settings” tabs, use the “Outline” tab to start building your game.
In this tab, you have everything you need to create your game.
Add levels and scenes using these buttons. Add elements to your scenes.
And add building blocks to your flows.