The Donut And The Beetle Game

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This is a very simple game I made by a tutorial during my first years in scratch called “The Donut and The Beetle Game”. The main point of this game was to catch a donut that spawns everywhere on the screen and there is a beetle which can be moved with the left and right arrow keys who tries to catch the donut and eat it. During the hunt for donuts the beetle also overcomes owls who chase it and try to eat the beetle. And the owls multiply every 5 seconds. This also uses sound effects such as eating sound. It also has scores so that every time you collect donut, it increases. The codes used for this game are really simple and very easy game for beginners to make.

In the early stages of my Scratch journey, a time marked by exploration and experimentation, I delved into the creation of a game that would become a milestone in my learning process. This game, a simple yet engaging venture born from a tutorial, was centered around a playful scenario—capturing donuts with a beetle while navigating the perils of pursuing owls that try to eat the beetle. Through this project, I not only honed my coding skills but also discovered the joy of crafting interactive experiences that resonated with users.

The fundamental premise of the game revolved around the central character, a beetle, tasked with catching donuts that spontaneously appeared across the screen. The left and right arrow keys served as the beetle’s means of navigation, allowing players to guide it with precision. The allure of the game lay in the dynamic nature of the hunt—a quest for donuts while contending with the increasing number of owls.

The game’s simplicity was a deliberate choice, making it accessible to beginners while offering a foundation for understanding essential coding concepts. The donut, serving as the coveted target, spawned randomly on the screen, inviting players to test their reflexes and strategic prowess. The introduction of an adversarial element—the owls—infused an element of challenge and urgency, elevating the game beyond mere point-and-click simplicity.

The mechanics of the game were further embellished with the incorporation of sound effects. A satisfying eating sound accompanied the successful capture of a donut, enhancing the sensory engagement of players. This auditory feedback contributed to a more immersive experience, transforming the act of collecting virtual donuts into a multisensory delight. Such attention to detail, even in a beginner-level project, underscored the potential for creativity within the Scratch platform.

One of the noteworthy features of the game was the inclusion of a scoring system. Every successful capture of a donut resulted in an increase in the player’s score, providing a tangible measure of progress and accomplishment. The scoring mechanism not only added a layer of competitiveness but also reinforced the idea of continuous improvement—a fundamental concept in game design and coding.

The introduction of owls as adversaries injected a strategic element into the gameplay. The owls, designed to chase the beetle, added a layer of complexity, requiring players to balance their focus between capturing donuts and evading the persistent pursuers. To intensify the challenge, the owls multiplied every 5 seconds, creating a dynamic and evolving environment. This mechanic not only increased the difficulty level but also showcased my exploration of event-based triggers within the game.

Coding-wise, the project relied on fundamental Scratch blocks, making it an ideal starting point for beginners. The arrow key controls for the beetle involved basic motion blocks, allowing for seamless left and right movement. The random spawning of donuts leveraged event blocks, introducing an element of unpredictability. The multiplication of owls every five seconds highlighted the utilization of timing and sensing blocks, contributing to the game’s dynamic pace.

Despite the simplicity of the code, the project offered a valuable learning experience. The strategic placement of code blocks and the orchestration of game elements required thoughtful consideration, laying the groundwork for more intricate projects in the future. This early venture into game development equipped me with a foundational understanding of coding principles, laying the groundwork for future creative endeavors.

Reflecting on the game, I experienced a sense of pride in its creation. It became a testament to my growth within the Scratch community, capturing the essence of my early enthusiasm for coding. The simplicity of the project did not diminish its significance; instead, it underscored the accessibility of game development on the Scratch platform and the potential for creative expression, even for beginners.

In conclusion, the Donut-catching Beetle Game on Scratch emerged as a pivotal milestone in my coding journey—an embodiment of early experimentation, learning, and creative expression. Through its simplicity, it conveyed the joy of crafting interactive experiences and the potential for growth within the Scratch community. As a foundation for more complex projects, this game stands as a testament to the inherent creativity and accessibility that define the Scratch platform, showcasing the transformative power of coding education and hands-on exploration. Overall I was really proud of this game and it was one of my best games to date.

The categories that have been used in this game are as follows:

  • Events
  • Looks
  • Motion
  • Sensing
  • Sounds
  • Operators
  • Variables

These are all the categories that have been used to make the game.

Using all of these categories I have made this game.

To make this game we first add a sprite, you can add any sprite that you like but I prefer using beetle.

And then we put this code in the sprite:

This will control the movements of the sprite and whenever it touches an edge it will teleport to the opposite side of it.

Next we add a sprite that the beetle eats, I will use a donut but you can use any type of food that you want. Then you go to the donut sprite and type in this code:

What this does is it basically makes the variable score and then whenever it touches the beetle it plays the eating sound chomp and then it goes to another position

Now we will add the final sprite, the enemy. I will use an owl but u can use any other enemy too.

Now go over to the owl sprite and write in this code:

What this code does is that it spawns an owl at a random position on the screen and the it will continuously keep on moving towards the beetle until it catches it.

And we also have to insert this code so that the owl will duplicate itself every 5 seconds:

After that we will go back to the beetle in insert this code:

So in this code, if the owl is touching the beetle then it will stop the other pieces of code in the sprite then it will broadcast a message called GAME OVER and it will say Urgh I died along with your score and then it will end everything.

Then we have to go to the donut and insert this code:

Whenever the donut receives the message GAMEOVER it will hide and stop all the other scripts in it.

For the final code, we have to go to the owl sprite and put this code:

This does the same thing as the final code of the donut.

And that is how we make the beetle game. Its a really fun game but it can be a little bit hard and tricky to handle the beetle but to make it easier you can change the speed of the beetle in the forever loop at the first script.

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