Game states
Game states are the modes a game can be in — menu, playing, paused, game over. Naming them and drawing the transitions prevents impossible situations.
Anyone can make a game. Making one that stays fun is a design problem.
This module treats a game as a system: states that control what the player can do, levels that raise difficulty on purpose, and scoring that rewards the behaviour the designer actually wants.
Game state is the friendliest possible introduction to how real applications track where a user is and what they are allowed to do next.
Three core ideas, each taught with worked examples and then practised until it feels obvious.
Game states are the modes a game can be in — menu, playing, paused, game over. Naming them and drawing the transitions prevents impossible situations.
Levels change parameters rather than code: fewer lives, less time, more enemies. One well-designed loop can deliver ten different levels.
Scoring systems shape behaviour. Reward speed and players rush; reward accuracy and they slow down. Scoring is a design decision, not a detail.
The text adventure Colossal Cave, written in 1976, ran entirely on this logic — rooms, states and conditions — and is still played today.
“Harder means better.” Difficulty should rise just ahead of skill. Too far ahead and the player quits before your clever ending.
Sessions 49–56 of the 72-session year, at two one-hour sessions per week.
Where this module fits, what you will build, and a hands-on starter that gets everyone curious about game states.
Guided teaching on game states, worked through together with the teacher.
Independent practice, small challenges and one deliberate mistake to diagnose.
Guided teaching on levels, building directly on the previous two sessions.
Applied tasks that combine game states and levels in one piece of work.
Scoring systems introduced and practised, completing the toolkit needed for the project.
Guided build session for the module project: Text adventure game.
Finish, test against the checklist, present the work and explain the decisions behind it.
Every module ends with something the student built themselves and can demonstrate. This is the piece that goes into their portfolio and gets explained out loud at the end of session 56.
Add a hidden room to your text adventure that can only be reached by carrying a specific item, then watch a friend try to find it.
Students finishing Module 7 can:
The vocabulary introduced here, in plain language:
6 quick questions drawn from this module — vocabulary, the project you build, and a myth-or-fact round. Every wrong answer explains itself, so a mistake still teaches you something.
Tell us your child’s class and what they enjoy. We will suggest the closest program fit—no pressure and no upfront payment.