💻 TechnologyGrade 6Lesson 28
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Make a mini-game or simulation

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Learning Objectives

  • 1Plan a mini-game with a clear goal, controls, and win and lose conditions
  • 2Match game features to the code construct that makes each one work
  • 3Use variables, lists, events, and conditions to build interactive behavior
  • 4Test a game and refine the rules so it stays fair and fun
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Mini Lesson

A mini-game is a small program that gives the player a goal, some controls, and rules that decide when they win or lose. A simulation is the same idea but the goal is to model something real (a forest, traffic, a virus) instead of beating a score. Both are built from the same handful of code constructs: variables, lists, events, conditions, and loops. Plan the game on paper first, then build each piece one block at a time.

The Game Design Frame

  1. Title — the name of the game (Coin Quest, Forest Sim, Asteroid Run).
  2. Goal — what the player is trying to achieve (collect 10 coins, survive for 60 seconds).
  3. Players — how many players, and the role of each one.
  4. Controls — which keys, taps, or buttons make the player move and act.
  5. Win condition — the exact rule that ends the game with a victory.
  6. Lose condition — the exact rule that ends the game with a loss.

Code Constructs that Power a Game

  • Variable — a labeled box that stores one value (score, lives, time left).
  • List — a labeled box that stores many values in order (every enemy, every coin).
  • Event — something the player does that the program watches for (key press, click, tap).
  • Condition — an if-question that decides what happens next (if lives == 0, end game).
  • Loop — a block of code that repeats (every 2 seconds, spawn a new enemy).
  • Function — a named piece of code you can reuse (jump(), shoot(), respawn()).

How a Feature Becomes Code

From idea to construct

You want a score that goes up by 1 every time the player touches a coin. What constructs do you need?

Answer:You need a variable called score that starts at 0. You need an event that fires when the player sprite touches a coin sprite. Inside that event, you need one line that says score = score + 1. To finish the round, you need a condition: if score == 10, show the win screen.

Every game feature is a stack of constructs. Score = variable. Touching = event. Adding 1 = arithmetic on the variable. Ending the round = condition. Naming the construct for each feature is the planning step that makes coding fast.

Test, Tune, Repeat

  • Playtest with a friend who has not seen the code — watch what confuses them.
  • Tune the numbers — make enemies slower, coins worth more, or the timer longer.
  • Fix one bug at a time — change one thing, play again, see if it helped.
  • Add a small reward — a sound, a particle, a color flash — for every win condition.
  • Stop polishing when the game is fair and fun. Ship it before you over-build.
Mini-Game SceneMini-Game ScenePlayer - target - score - controlsScore: 0Lives: 3Player$CoinEnemyControls: arrow keys to move - space to jumpWin: collect 10 coins. Lose: lives reach 0.
Feature to Code ConstructFeature to Code ConstructVariable - List - Event - ConditionScore counterfeatureVARIABLEscore = 0Group of enemiesfeatureLIST[bat, slime, ghost]Jump on key pressfeatureEVENTon key pressLose if lives = 0featureCONDITIONif lives == 0
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Tip: name every variable and event in your design frame BEFORE you open the editor. If you can write score = 0 on paper, you can write it in code. If you can’t name the variables, you don’t know the game yet.

Vocabulary
mini-game
A small program with a goal, controls, and win or lose rules.
simulation
A program that models something real, like traffic or a forest.
variable
A named box that stores one value, like score or lives.
list
A named box that stores many values in order, like every enemy.
event
Something the player does that the program watches for, like a key press.
condition
An if-question the program asks to decide what happens next.
loop
A block of code that repeats, like spawning enemies every 2 seconds.
win condition
The exact rule that ends the game with a victory.
lose condition
The exact rule that ends the game with a loss.
playtest
Letting someone play the game so you can spot bugs and unfair rules.
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