Video Game Design and Coding · PLECK lesson
PLECK lesson 28 · suggested week 6, day 3
Create an original optional route
Objective. Offer a meaningful choice without punishing a beginner unfairly.
Godot Engine Standard desktop editor 4.7.2-stable, GDScript (Godot 4), Compatibility renderer. Headless Godot 4.7.2.stable.official.ed1daf0bf passed 106 assertions on the supplied scaffolds, including malformed JSON saves. Audio used the Dummy driver and a synthetic WAV, not a speaker. The visual editor, browser export, and signed-in submission were not tested. The desk still does not run a student's own upload.
About 55 minutes. The due date is chosen by a parent.
Functions, parameter experiments, original challenges and evidence
Suggested pace: Recall and predict 5 min; Read instruction and scaffold 12 min; Build or design the assigned artifact 25 min; Run acceptance tests 8 min; Explain and checkpoint 5 min.
Materials: Godot Standard 4.7.2 desktop editor (GDScript, Compatibility renderer), Local course folder and prior checkpoint, No paid assets or public account required.
Comes after VGC-L027.
A meaningful route choice trades one advantage for another. For Pocket Orchard, one path can be longer and wide, while a shortcut is shorter but narrow enough to require care. Both must remain physically passable. Put a distinctive symbol near the optional shortcut so it does not depend on color recognition. The win condition stays collecting the same three coins. A choice is not meaningful if one path is faster, safer and easier in every situation.
Worked example
Two parameter trials can use the same start and route while changing only speed. Record an observation such as two wall contacts rather than an unsupported claim such as more fun. Scaffold C-BODY — Reusable top-down player with collision Setup: Create CharacterBody2D root Player at (80,180); add CollisionShape2D with CircleShape2D radius 14. Attach this script to Player and save Player.tscn. Use C-FREE-MOVE input actions. Root collision layer 1, mask 2. Create a separate StaticBody2D Wall on layer 2 mask 1 with RectangleShape2D collision and a Polygon2D rectangle as visible child. Instance both under an unscaled Node2D World. Do not put a body inside another physics body. ```gdscript extends CharacterBody2D @export var speed: float = 160.0 func _draw() -> void: draw_circle(Vector2.ZERO, 14.0, Color.CORNFLOWER_BLUE) draw_line(Vector2(-8, 0), Vector2(8, 0), Color.WHITE, 3.0) func _physics_process(_delta: float) -> void: velocity = Input.get_vector("move_left", "move_right", "move_up", "move_down") * speed move_and_slide() ``` Scaffold C-MANAGER — A complete three-coin collection round Setup: Create World Node2D root with Player (C-BODY), three Coin instances (C-PICKUP), and CanvasLayer HUD > Label named Score plus Button named Restart (text Restart, position 500,10). Root and parents unscaled. Name coins Coin1, Coin2, Coin3. Place them at (250,100),(380,220),(520,100). Player group player. Attach script to World. UI paths and coin names must match exactly. Connect nothing else in the editor. Label at (10,10). ```gdscript extends Node2D var score: int = 0 var playing: bool = true @onready var score_label: Label = $HUD/Score func _ready() -> void: $HUD/Restart.pressed.connect(_restart) for coin in [$Coin1, $Coin2, $Coin3]: coin.collected.connect(_on_collected) _refresh() func _on_collected(points: int) -> void: if not playing: return score += points if score >= 3: playing = false $Player.set_physics_process(false) _refresh() func _refresh() -> void: score_label.text = "Score: %d / 3" % score if not playing: score_label.text += " — Orchard complete!" func _restart() -> void: get_tree().reload_current_scene() ```
Reusable top-down player with collision
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-BODY. Copy starts from this text. The desk does not run it.
Scene and node setup
Create CharacterBody2D root Player at (80,180); add CollisionShape2D with CircleShape2D radius 14. Attach this script to Player and save Player.tscn. Use C-FREE-MOVE input actions. Root collision layer 1, mask 2. Create a separate StaticBody2D Wall on layer 2 mask 1 with RectangleShape2D collision and a Polygon2D rectangle as visible child. Instance both under an unscaled Node2D World. Do not put a body inside another physics body.
extends CharacterBody2D
@export var speed: float = 160.0
func _draw() -> void:
draw_circle(Vector2.ZERO, 14.0, Color.CORNFLOWER_BLUE)
draw_line(Vector2(-8, 0), Vector2(8, 0), Color.WHITE, 3.0)
func _physics_process(_delta: float) -> void:
velocity = Input.get_vector("move_left", "move_right", "move_up", "move_down") * speed
move_and_slide()
Checks to run in the editor
- Player stops at the wall rather than passing through.
- Diagonal speed matches horizontal speed.
- Do not multiply velocity by delta before move_and_slide.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
A complete three-coin collection round
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-MANAGER. Copy starts from this text. The desk does not run it.
Scene and node setup
Create World Node2D root with Player (C-BODY), three Coin instances (C-PICKUP), and CanvasLayer HUD > Label named Score plus Button named Restart (text Restart, position 500,10). Root and parents unscaled. Name coins Coin1, Coin2, Coin3. Place them at (250,100),(380,220),(520,100). Player group player. Attach script to World. UI paths and coin names must match exactly. Connect nothing else in the editor. Label at (10,10).
extends Node2D
var score: int = 0
var playing: bool = true
@onready var score_label: Label = $HUD/Score
func _ready() -> void:
$HUD/Restart.pressed.connect(_restart)
for coin in [$Coin1, $Coin2, $Coin3]:
coin.collected.connect(_on_collected)
_refresh()
func _on_collected(points: int) -> void:
if not playing:
return
score += points
if score >= 3:
playing = false
$Player.set_physics_process(false)
_refresh()
func _refresh() -> void:
score_label.text = "Score: %d / 3" % score
if not playing:
score_label.text += " — Orchard complete!"
func _restart() -> void:
get_tree().reload_current_scene()
Checks to run in the editor
- Collect three coins: score is 3 and a completion message appears.
- Restart recreates three coins and score is zero.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
Pocket Orchard starter, as text files. Open the files in Godot on the family computer. This page does not download a zip or run the project.
Create an original optional route — evidence task
- 1. Build a wide route and an optional shortcut to one coin.
- 2. Mark the shortcut with an original shape symbol and compare both routes.
Deliverable. Revised map and a two-route comparison note.
Acceptance checks
- VGC-L028-T1. Both routes reach the same coin.
- VGC-L028-T2. The shortcut offers a tradeoff rather than an invisible obstruction.
Understanding question. When is one route strictly dominant?
Include a downloadable project ZIP with project.godot, .tscn, .gd and original asset files when code changes. A private, teacher-accessible download link to that ZIP is equivalent. Screenshots or a playthrough do not replace editable source.
If this is still shaky. Keep the three-coin version working. Duplicate the project folder before experimenting with one parameter at a time. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Make one alternate layout with the same rules and compare route clarity. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.
- Godot step by step: nodes, scenes, GDScript, input, signals
Free public documentation, no account. Same class help is available within the desktop editor.
· Opening this link does not submit the lesson.
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