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Kodu from Microsoft


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Boku is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the XBox, allowing rapid design iteration using only a game controller for input.

 

The core of the Boku project is the programming user interface. The language is simple and entirely icon-based. Programs are composed of pages, which are broken down into rules, which are further divided into conditions and actions. Conditions are evaluated simultaneously.

 

The Boku language is designed specifically for game development and provides specialized primitives derived from gaming scenarios. Programs are expressed in physical terms, using concepts like vision, hearing, and time to control character behavior. While not as general-purpose as classical programming languages, Boku can express advanced game design concepts in a simple, direct, and intuitive manner.

 

Key Features

 

Boku provides an end-to-end creative environment for designing, building, and playing your own new games.

 

* High level language incorporates real-world primitives: collision, color, vision

* Uses XBox 360 Game Controller for input - no keyboard required

* Runs on XBox 360 and PC

* Interactive terrain editor

* Bridge and path builder

* Terrain editor - create worlds of arbitrary shape and size

* 20 different characters with different abilities

* Built-in sharing and rating

 

Images

load_ui.jpg

boku_turtle.jpg

sensor_wheel.jpg

 

Videos

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Well tbh since its not a sidescroller it could be much better than LBP.

 

People can make 3d games maybe even put onto the marketplace if there AMAZING level designs as Arcade games.

 

If they pulled it off it would be excellent game

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They should do the smart thing and make it a free download. Imagine booting up your newly bought console and getting the slick NXE experience and this level builder.

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They should do the smart thing and make it a free download. Imagine booting up your newly bought console and getting the slick NXE experience and this level builder.

 

It would feel nice! I can already feel it...

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All the news is coming in and personally not good news either, yes we will defend the PS3 and if anyone thinks that Microsoft’s exclusive game title “Boku” will kill the PS3 LittleBigPlanet Sackboy you should really put your head back into the sand.

 

Personally we think it is a good idea for a little competition as this really does help sales, and come on we all know how popular LittleBigPlanet is.

 

Many are saying that the all new yet to be released game called Boku will top sales and become the latest game craze, Boku is User Generated Content. Watch the video below please and then do comment with your views.

 

The question lies with “Can Microsoft’s exclusive Boku kill PS3 LittleBigPlanet Sackboy?

 

 

Source

 

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Me not supporter of anyone...me just a messenger...saw this...thought wud be interestin...so posted.

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  • 2 months later...

CES 2009: Kodu Impressions

 

http://xbox360.ign.com/articles/943/943832p1.html

 

At CES 2009 in Las Vegas this week, Microsoft showed off Kodu, an ambitious new project set to debut on the Xbox Community Games Channel this spring. Pronounced "Code-u," the title is one (big) part game creator and second part game. While comparisons have already been made to efforts such as LittleBigPlanet, Kodu's creation tools are much more robust, its depth -- demonstrated to us in a private suite on Friday -- staggering. This, because Kodu doesn't merely enable users to arrange a series of templates, but build worlds from scratch, setting their shapes and sizes, placing objects and inhabitants, devising sets of characteristics, behavioral logics, and more. Casual players will be able to jump into the experience easily using a series of pre-designed configurations. Those with a little more determination, though, will be able to build their experiences ground-up. Microsoft calls it visual programming and having seen it in action Kodu seems to deliver just.

 

The title ships with 20 sample games and another 20 sample worlds. You'll be able to jump directly into them if that's all you want to do, but Kodu encourages players to participate and ultimately to edit. So, even after you've reached the game over screen in one of the included sample titles, Kodu will ask if you would like to edit the game. If you choose yes, you'll be able to load all of its attributes, from design to logic elements, from controls to camera positioning, and then go crazy.

 

There are 20 in-game character models to begin with and Microsoft says more will become available over time. The models feature unique shape, detection and physics, and but all other attributes are definable. There's the flying saucer, which hovers over the world. The motorcyclists, which hugs the terrain. The kick-ready push pad, which is inspired by the bumpers in a pinball machine. The stick, a turret-like device that is able to hide underground. Or even the turtle, who glides above land, but can roll up into a ball when necessary.

 

There is amazing depth to the logic systems. Using the program editor, you can pick any random model and start assigning it behaviors. For instance -- and off the top of our heads -- if the saucer encounters other moving characters, it can be made to glow red, start firing projectiles, strafe to the left or right, or ride around in circles, glide away after a certain time limit, and so on. The list goes on and on and on because there are literally dozens of options that combine to create very unique logic for player-controlled models and NPCs alike. We could and eventually will write a full-blown feature about this particular element alone. This is programming without the endless lines of code, the bugs and the rewrites.

 

But before you even get to that, you'll probably want to start with the terrain builder. You select from some 20 different blocks and then hold down a button to start spreading them around. From a distance, it appears as though you're spray painting a black canvas, but the blocks show their geometrical perimeters upon closer inspection. You can mix and match block types for different texture and color. And once you've done that, you can raise and lower formations to create hills, mountains and all other manners of polygonal formations that will ultimately define the base of your game world. Erect makeshift trees and rocks. Add oceans. Etc. As with the model creator, the terrain builder is designed to be intuitively used, accessible for kids -- a truth that Microsoft demonstrated at its CES press conference when a 12-year-old girl showed off her Kodu skills on stage.

 

At any point, you can simply hit the play button and the edit mode gives way to the experience you've created. If you've assembled control attributes for a main character who can run and jump and a series of 3D ledges in the distance, you've got the makings of a platformer. But maybe you like racers so you instead constructed a 3D track and placed motorcyclists on it, multiplying their speed attribute. Perhaps you look to shoot stuff instead. So you've created a 3D maze and strewn so-called enemies all about it. You've given them logic to shoot missile projectiles at you when they've been spotted. Next, you'll pulled in the camera. Closer. A little closer. Now it's popped into the first-person. The beginnings of an FPS. These perimeters are there to be toyed with and the creation process is a necessary function of the Kodu experience.

 

Utilizing a simple interface that relies on the analog sticks to position the camera and move the cursor around 3D environments, Kodu is an impressive piece of software that we look forward to exploring at length. Gamers took the toolset in LittleBigPlanet and created thousands upon thousands of levels. With a much deeper toolset at their disposal, we think Kodu users old and young will be able to create some ingenious, wholly engaging experiences. As one Microsoft rep put it during our demo, "If only this had been available when we were kids."

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  • 2 weeks later...
  • 5 months later...

Microsoft Debuts Kodu On Xbox Live Community Games Channel

 

Microsoft's Kodu Game Lab launched on Xbox Live's Community Games channel for $5 on Wednesday, bringing to market a "new visual programming language" that's made to be accessible enough for children to make games.

 

Kodu, known originally as Boku, utilizes an icon-based language to allow inexperienced users to create small games with no programming knowledge. Kodu game makers use the Xbox 360 controller to navigate menus, with no keyboard required.

 

Kodu was created by a group of just six people operating within Microsoft Research. The game creation tool is only in version 1.0. Matthew MacLaurin, a Principal Program Manager in the creative Systems Group at Microsoft Research wrote on the official Kodu blog, "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."

 

MacLaurin also emphasized to users that Kodu is for making 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."

 

Microsoft showcased Kodu prominently at CES in January, when a 12-year-old girl took the stage to show how a game could be made in Kodu in minutes.

 

Kodu also allows game creators to share their work with friends over Xbox Live. The game is available in Canada, France, Italy, Spain, United Kingdom, and the United States.

 

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I'm downloading the trial version right now. From what I've seen, the programming is extremely easy!

 

Definitely worth a try!

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