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title: Adventure game part 1
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description: The first part of a Roblox Developer education series. Teach students to create an adventure game in Roblox.
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next: /education/lesson-plans/roblox-developer/roblox-developer-4
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prev: /education/lesson-plans/roblox-developer/roblox-developer-2
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---
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<img src="../../../assets/education/adventure-game-series/adventure-sellingItemsHero.jpg" width="100%" />
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**Lesson description**: After learning the basics of using Roblox Studio and scripting, students take their skills further by starting a more complex project, the adventure game. They'll plan out elements of their game, create a virtual world, and setup basic gameplay components like keeping track of player items.
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<table>
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<tbody>
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<tr>
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<td><b>Lesson objectives</b></td>
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<td>
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<ul>
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<li>Practice pre-production by planning out elements of a game and creating them in Roblox Studio.</li>
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<li>Demonstrate knowledge of variables and functions by creating a script to keep track of player information.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td><b>Skills and concepts</b></td>
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<td>
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<ul>
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<li><b>Game Mechanic</b> - An action players do in a game, like run or collect. Games are made of multiple game mechanics.</li>
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<li><b>Pre-production</b> - Planning out projects, such as by drawing sketches, before creating in a software like Roblox Studio.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td><b>Materials</b></td>
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<td>
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<ul>
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<li><a href="../../../assets/education/lesson-plans/adventureGameVisionHandout.pdf" target="_blank" rel="noopener">Handout: Adventure Game Vision Document</a></li>
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<li><a href="../../../assets/education/lesson-plans/adventureGameReferenceHandout.pdf" target="_blank" rel="noopener">Handout: Adventure Game Reference</a></li>
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</ul>
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</td>
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</tr>
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</tbody>
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</table>
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### Overview
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<table>
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<thead>
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<tr>
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<th>Duration</th>
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<th>Activity</th>
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<th>Description </th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>5 min</td>
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<td>Introduction</td>
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<td>Introduce the session.</td>
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</tr>
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<tr>
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<td>10 min</td>
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<td>Guided Work: Planning a Game</td>
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<td>Create a game design document to plan out elements of the project.</td>
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</tr>
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<tr>
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<td>10 min</td>
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<td>Guided Work: Creating the World</td>
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<td>Design an environment using terrain tools based off the previous vision document.</td>
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</tr>
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<tr>
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<td>30 min</td>
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<td>Guided Tutorial: Setting up The Game</td>
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<td>Code scripts to keep track of player items and build the first item players will collect.</td>
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</tr>
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<tr>
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<td>5 min</td>
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<td>Wrap-up</td>
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<td>Reflect on project and recap concepts learned.</td>
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</tr>
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</tbody>
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</table>
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### Lesson plan
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#### Introduction
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1. Explain that students will be using skills learned in previous sessions to build a game over the next three sessions. They will:
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- Plan out their unique world using a game design document.
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- Create a world in Roblox referencing their plans in the game design document.
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- Create and code items for players to gather in-game.
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#### Guided work - Plan a game
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1. Note that students don't need access to computers at the start of this section.
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2. Lead students through the lesson: <a href="../../../education/adventure-game-series/create-the-map.md" target="_blank" rel="noopener">Create the Map</a>, stopping before the section: Creating the Environment.
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3. As students draw their starting area, keep in mind the following.
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- Areas drawn should be achievable in scale of what a student can do in a week - such as a house with a front lawn or a simple forest vs a detailed city block. This helps focus students and they can always add more when finished.
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- Drawings don't have to be complex - simple symbols like circles and squares are enough.
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#### Guided work - Create the world
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1. Students should be at their computers for this section.
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2. Lead students through the lesson: <a href="../../../education/adventure-game-series/create-the-map.md" target="_blank" rel="noopener">Create the Map</a>, starting at Creating the Environment
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- Briefly show students each terrain tool at once and give at most six minutes to create their starting areas. They can always add more later.
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#### Guided tutorial - Set up the game
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1. Lead students through the following tutorials: <a href="../../../education/adventure-game-series/code-the-leaderboard.md" target="_blank" rel="noopener">Coding the Leaderboard</a>.
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#### Wrap-up
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1. Recap what students have created and vocabulary: game mechanic and pre-production.
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2. Optional: Have students to reflect on the mid-point of their sessions by asking one or more of the following questions:
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- One thing that was challenging but how they overcame it.
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- One skill you're looking to improve over the next two sessions (e.g. better at troubleshooting, making more interesting worlds, etc).
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- What was the most exciting thing you accomplished today. How did you do that and why was it exciting?
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### Appendix
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#### Troubleshooting tips
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- The name of the `leaderstats` variable must be `"leaderstats"`. Without this, the script won't know to create a new leaderboard.
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- <a href="../../../assets/education/lesson-plans/adventureGameReferenceHandout.pdf" target="_blank" rel="noopener">Handout: Adventure Game Reference</a> helps students keep track of variable names. This is especially useful if they replaced default variable names, like `"Gold"` with something of their own, like `"Rubies"`.
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- Remind students to build everything using parts, not by using the Toolbox. Using the Toolbox may introduce unexpected issues into their games.
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#### Classroom management
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- As students work on their project, help them keep in mind a reasonable scale of what they can accomplish by the end of the sessions.
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- If students have ambitious goals (<em>I want to build three different worlds in my game)</em>, remind them to focus on their goals for today's current session. Have them write down their additional ideas on the game design document.
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- Set strict expectations as to how much time students can spend working on their starting area. They can always continue in later sessions.
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#### Customize the lesson
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- Students can spend more time building out their starting area using the terrain tools or adding decorative parts.
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- If students are unclear what to add, ask questions about what objects they'd expect to find in that themed world (E.g. <em>If you were on a moonbase, what would you see? How can you build that using parts?</em>)
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- Students can add more than one type of item to harvest. Just remember that each item follows the same organization in the Explorer and has a BoolValue named `CanHarvest` set to true.
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