iPhone Game Blueprints

If you’re looking for inspiration for your first or next iPhone game, look no further. This brilliant hands-on guide contains 7 practical projects that cover everything from animation to augmented reality. Game on!
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iPhone Game Blueprints

Igor Uduslivii

If you’re looking for inspiration for your first or next iPhone game, look no further. This brilliant hands-on guide contains 7 practical projects that cover everything from animation to augmented reality. Game on!
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Book Details

ISBN 139781849690263
Paperback358 pages

Book Description

Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices.

Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up.

iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications.

This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning.

Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.

Table of Contents

Chapter 1: Starting the Game
Telling a story
Characters
Levels
Naming
Working with graphic assets
Sprites and tiles
Preparing animation
Background
Application icon
Achievements
Trophies
Banners
Screenshots
Gameplay videos
Summary
Chapter 2: Ergonomics
Portraying the player
Ergonomic aspects
Minimum screen areas
Using buttons
UI elements
Accessible games
Color blindness
Photosensitive epilepsy
Handedness
Other accessibility issues
Summary
Chapter 3: Gesture Games
Introducing the game idea
Imagining the device orientation
Introducing game modes
Thinking about the plot and decorations
Creating a game's identity
Game blueprints
Summary
Chapter 4: Card and Board Games
The ornament of life
Powerful objects
Traditional board games
Planning your digital board game
Game elements and goals
Alternative ideas
Player's identity
Game blueprints
Summary
Chapter 5: Puzzles
Making connections
Puzzle types
Game board dimensions
Triggers
Scoring
Prototyping your puzzle
Inserting elements
Tile shooter
Scrolling
Moving columns
Tile-o-fall
Obstacles
Tile-o-maze
Tile-RPG
Ornamentation
Alternative ideas for match-three games
The identity of the game
Blueprints
Summary
Chapter 6: Platformer
Scaffolding
Types of platforms
Setting the screen layout
Planning a character's look
Earning bonuses and pitfalls
Introducing triggers
Fighting with enemies
Parallax scrolling
Starting an animation
Frames
Walking cycle for protagonist
Walking cycle animation for enemies
Jumping and shooting animation
Programming animation
Physics-based puzzles
The identity of the game
Blueprints of the 3robopainter game
Summary
Chapter 7: Adventure
Beginning of a journey
Understanding types of adventure games
Alternative ideas
Identity for the game
Blueprints
Summary
Chapter 8: Action Games
Introducing action games
Classifying the types of shooters
Generating the game idea
Inserting anomalies
Giving bonuses
Introducing health and oxygen
Introducing energy cells
Shooting
Working with onscreen controls
Turning space orientation into controls
Designing the head-up display
Discussing 3D graphics
Turning low poly graphics into art
Modeling 3D graphics
Understanding normal mapping
Alternative ideas for the game
Creating the identity for the game
Blueprints of the game
Summary
Chapter 9: Games with Reality
Seeing real unreal
Learning augmented reality methods
Understanding fiducial markers
Working with graphics in AR games
Meeting AR games
Using real landmarks
Planning an AR game
The concept of an AR game
Planning game controls
Controlling real objects
Gamificating reality
Summary

What You Will Learn

  • Prepare game graphics for various types of screen resolutions for iOS devices
  • Design games keeping in mind people with disabilities: players with color blindness, perception problems.
  • Learn the principles of animation, creating walking cycles and other types of motion
  • Decorate and design a game world and game levels, making them truly alive
  • Create a digital board game, creating a dedicated card deck of your own, planning rules and rewards.
  • Create an action game and platform arcade, with a focus on main character and game world design
  • Explore augmented reality building games, which use both the virtual and real world in their gameplay

Authors

Table of Contents

Chapter 1: Starting the Game
Telling a story
Characters
Levels
Naming
Working with graphic assets
Sprites and tiles
Preparing animation
Background
Application icon
Achievements
Trophies
Banners
Screenshots
Gameplay videos
Summary
Chapter 2: Ergonomics
Portraying the player
Ergonomic aspects
Minimum screen areas
Using buttons
UI elements
Accessible games
Color blindness
Photosensitive epilepsy
Handedness
Other accessibility issues
Summary
Chapter 3: Gesture Games
Introducing the game idea
Imagining the device orientation
Introducing game modes
Thinking about the plot and decorations
Creating a game's identity
Game blueprints
Summary
Chapter 4: Card and Board Games
The ornament of life
Powerful objects
Traditional board games
Planning your digital board game
Game elements and goals
Alternative ideas
Player's identity
Game blueprints
Summary
Chapter 5: Puzzles
Making connections
Puzzle types
Game board dimensions
Triggers
Scoring
Prototyping your puzzle
Inserting elements
Tile shooter
Scrolling
Moving columns
Tile-o-fall
Obstacles
Tile-o-maze
Tile-RPG
Ornamentation
Alternative ideas for match-three games
The identity of the game
Blueprints
Summary
Chapter 6: Platformer
Scaffolding
Types of platforms
Setting the screen layout
Planning a character's look
Earning bonuses and pitfalls
Introducing triggers
Fighting with enemies
Parallax scrolling
Starting an animation
Frames
Walking cycle for protagonist
Walking cycle animation for enemies
Jumping and shooting animation
Programming animation
Physics-based puzzles
The identity of the game
Blueprints of the 3robopainter game
Summary
Chapter 7: Adventure
Beginning of a journey
Understanding types of adventure games
Alternative ideas
Identity for the game
Blueprints
Summary
Chapter 8: Action Games
Introducing action games
Classifying the types of shooters
Generating the game idea
Inserting anomalies
Giving bonuses
Introducing health and oxygen
Introducing energy cells
Shooting
Working with onscreen controls
Turning space orientation into controls
Designing the head-up display
Discussing 3D graphics
Turning low poly graphics into art
Modeling 3D graphics
Understanding normal mapping
Alternative ideas for the game
Creating the identity for the game
Blueprints of the game
Summary
Chapter 9: Games with Reality
Seeing real unreal
Learning augmented reality methods
Understanding fiducial markers
Working with graphics in AR games
Meeting AR games
Using real landmarks
Planning an AR game
The concept of an AR game
Planning game controls
Controlling real objects
Gamificating reality
Summary

Book Details

ISBN 139781849690263
Paperback358 pages
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