• Duration: 3/19, 3/26, 4/16, 4/23, 4/30, 5/7, 5/14, 5/21, 5/28, 6/11, 6/18
  • Time commitment: 1 hour each session
  • Course language: English
  • Format: Group
  • Price: $50 per session or $550 per trimester

COURSE CURRICULUM

Boss Battle Design 

WHEN:

  • Thursdays 
  • 3/19, 3/26, 4/16, 4/23, 4/30, 5/7, 5/14, 5/21, 5/28, 6/11, 6/18
  • 5 pm- 6 pm ( Grades 3-5)

( Please specify grade when registering)

WHERE: 

 

 

 

274 Garfield Pl, Brooklyn, NY 11215

 

Scratch Level 3: Boss Battle Design

Turn your young coder into a logic engineer. In this 10-lesson online course, students (ages 9+) go beyond simple animations and build a full “Boss Battle” video game in Scratch, step by step. Each week introduces one advanced mechanic used in real games: physics, enemy AI, data, and polish.

 

 

Who This Course Is For

  • Ages: 9 and up

  • Experience: Comfortable with Scratch basics, loops (Forever/Repeat), and If-Then statements.

  • Perfect for: Kids who already “play around” in Scratch and are ready to design real games.

Requirements

  • Laptop or desktop computer (Scratch is difficult on tablets).

  • Free Scratch (MIT) account to save and share projects.

  • Growth mindset: Students will use trial and error; encouragement and patience are key.


Course Structure: 10 Lessons

Phase 1 – Advanced Game Physics (Lessons 1–3)

Lesson 1 – Smooth Movement & Velocity
Students stop using “change x by 10” and instead build smooth motion with Speed X and Speed Y variables, creating momentum-based movement.

Lesson 2 – Gravity & Jumping Logic
Students implement a Gravity variable and learn the “if touching color/ground” loop to make realistic jumps and landings.

Lesson 3 – Hitboxes & Collision
Students design a Player sprite and a separate Hitbox sprite so the character collides cleanly with platforms and doesn’t get stuck in walls.


Phase 2 – Intelligence & Cloning (Lessons 4–6)

Lesson 4 – Enemy AI (Patrolling)
Students use Broadcast messages to control enemy movement, turning, and simple patrol behaviors.

Lesson 5 – The Clone Army Effect
Students use “create clone of myself” to spawn projectiles or falling obstacles without filling the sprite list with duplicates.

Lesson 6 – Tracking & Homing Enemies
Students program enemies to read the player’s X/Y position and “chase” them, introducing basic homing behavior.


Phase 3 – Data & Player Experience (Lessons 7–9)

Lesson 7 – Health Bars & Damage
Students build a visual health bar using variables, and the player’s health decreases when the player touches enemies or hazards.

Lesson 8 – Inventory & Power-Ups
Students create a List in Scratch to track power-ups and items the player collects and then use those items in gameplay.

Lesson 9 – Multi-Level Scrolling Worlds
Students use backdrops and Scroll X logic to build levels larger than the screen, creating side-scrolling environments.


Phase 4 – The Finale (Lesson 10)

Lesson 10 – Bug Hunting & Polishing
Students practice “Rubber Duck Debugging” by explaining their code out loud to find bugs, then add sound effects and Game Over/Win screens to finish their Boss Battle game.


Learning Outcomes

By the end of this course, students will:

  • Use variables to control speed, gravity, health, and more (a foundation for algebra and data science).

  • Use cloning to efficiently manage large numbers of enemies and projectiles.

  • Use broadcasting so different parts of their game communicate like a real system.

  • Design and debug a complete Boss Battle game that they can share with friends and family.

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