Here you will find Digital Technology resources for the New Zealand Digital Technology Curriculum.
Check out the links below for courses for each year level or the Progress Outcomes for content related to each Progress Outcome in Designing and Developing Digital Outcomes or Computational Thinking.
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The majority of this work is focused on Game Design and Development.
This site is developed and maintained by Andrew Thawley.

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Articles
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Oculus Quest Androud apps in Godot 4 (and any environment) can be a mission to build as you need to run through a process installing a lot of software first before you can test to see if it works. Use the Godot 4 Documentation to help you. Start by setting up Exporting for Android. Build…
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There are a few steps to run through for setting up developer mode on an Oculus Quest. You would want to do this if you are developing apps in VR using Godot and want them built as an native Android application rather than running while connected to a PC. First you need to create a…
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This video shows how to create a simple melee attack for a 2D game. This uses Sprite2d and AnimationPlayer rather than an AnimatedSprite as this means you can add an Area2D and CollisionShape2D to the game and manage their position alongside the animation through the AnimationPlayer. Download the starter files below.
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Exporting a Godot 4 project Uploading a project to itch.io
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We want enemies to be able to detect the player. We use a collision area to detect if the player has entered their ‘vision’
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When the player dies or loses we need to be able to change the game state to be a game over state. To do this we create a game over scene and then write code to determine the conditions that will trigger a game over.
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There are three section to this. Creating the bullet Spawning / Instantiating and Firing the bullet Detecting the enemy being hit
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This guide will create bullet object that will be destroyed after a set period of time.
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This is how we detect what is going on and trigger gameplay events such as collision detection.
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This example shows how to add a sprint mechanic to a 3D game. The same logic can be applied to 2D games.
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