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iPhone Game Blueprints

Book Description

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!

  • Seven step by step game projects for you to build
  • Cover all aspects from graphics to game ergonomics
  • Tips and tricks for all of your iPhone programming

In Detail

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

  1. iPhone Game Blueprints
    1. Table of Contents
    2. iPhone Game Blueprints
    3. Credits
    4. About the Author
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the color images of this book
        2. Errata
        3. Piracy
        4. Questions
    8. 1. Starting the Game
      1. Telling a story
      2. Characters
      3. Levels
      4. Naming
      5. Working with graphic assets
      6. Sprites and tiles
      7. Preparing animation
      8. Background
      9. Application icon
      10. Achievements
      11. Trophies
      12. Banners
      13. Screenshots
      14. Gameplay videos
      15. Summary
    9. 2. Ergonomics
      1. Portraying the player
      2. Ergonomic aspects
        1. Simple rules
        2. Distance to the game
        3. The Pause button
        4. Autosaving
        5. The Continue button
        6. Visibility of the control elements
        7. Direct control
        8. Introducing functionalities
        9. Health regeneration
        10. Peaks and valleys
        11. One event per moment
        12. Difficulty level
        13. Sound and music
      3. Minimum screen areas
      4. Using buttons
      5. UI elements
      6. Accessible games
      7. Color blindness
      8. Photosensitive epilepsy
      9. Handedness
      10. Other accessibility issues
      11. Summary
    10. 3. Gesture Games
      1. Introducing the game idea
      2. Imagining the device orientation
      3. Introducing game modes
        1. Gestures
        2. Intuition
        3. Lights
      4. Thinking about the plot and decorations
        1. Alternative ideas
      5. Creating a game's identity
      6. Game blueprints
      7. Summary
    11. 4. Card and Board Games
      1. The ornament of life
      2. Powerful objects
      3. Traditional board games
      4. Planning your digital board game
        1. The Plot
      5. Game elements and goals
        1. Game start
        2. The game board
        3. Decks
        4. Robots
        5. Doors
        6. Tools and bonuses
        7. Monsters
        8. The game table
        9. Robo-golem
        10. Robo-zombie
      6. Alternative ideas
      7. Player's identity
      8. Game blueprints
      9. Summary
    12. 5. Puzzles
      1. Making connections
      2. Puzzle types
        1. Word puzzles
        2. Number (mathematical) puzzles
        3. Audio puzzles
        4. Transport puzzles
        5. Point connection puzzles
        6. Physics-based puzzles
        7. Tile-matching puzzles
        8. Match-three games
      3. Game board dimensions
      4. Triggers
      5. Scoring
      6. Prototyping your puzzle
      7. Inserting elements
      8. Tile shooter
      9. Scrolling
      10. Moving columns
      11. Tile-o-fall
      12. Obstacles
      13. Tile-o-maze
      14. Tile-RPG
      15. Ornamentation
      16. Alternative ideas for match-three games
      17. The identity of the game
      18. Blueprints
      19. Summary
    13. 6. Platformer
      1. Scaffolding
      2. Types of platforms
        1. Game idea
        2. Plot
        3. Game controls
      3. Setting the screen layout
      4. Planning a character's look
        1. Making characters cute
        2. Making characters scary
        3. Making characters brutal
        4. Avoiding the uncanny valley
        5. Creating characters
      5. Earning bonuses and pitfalls
      6. Introducing triggers
      7. Fighting with enemies
      8. Parallax scrolling
      9. Starting an animation
      10. Frames
      11. Walking cycle for protagonist
      12. Walking cycle animation for enemies
      13. Jumping and shooting animation
      14. Programming animation
      15. Physics-based puzzles
      16. The identity of the game
      17. Blueprints of the 3robopainter game
      18. Summary
    14. 7. Adventure
      1. Beginning of a journey
      2. Understanding types of adventure games
        1. Text-based adventure
        2. Puzzle-based adventure
        3. Action-based adventure
        4. Escape the room
        5. Planning the setting
        6. Establishing the game idea
        7. Writing the plot
        8. Introducing the protagonist
        9. Planning the room
        10. Interaction
        11. Language of adventures
        12. Thinking about puzzles
        13. Creating the scene flowchart
        14. Presenting the inventory
        15. Monologues
        16. Dialogues
        17. Constructing the conversation tree
        18. Working with phrases
        19. Creating the dialogue window
      3. Alternative ideas
      4. Identity for the game
      5. Blueprints
      6. Summary
    15. 8. Action Games
      1. Introducing action games
      2. Classifying the types of shooters
        1. Fixed shooters
        2. Scrolling shooter
        3. Rail shooter
        4. First-person shooter
        5. Third-person shooter
        6. Mixed shooters
      3. Generating the game idea
        1. Writing the plot
        2. Planning game modes
        3. Developing the protagonist
        4. Designing enemies
        5. Preparing obstacles
        6. Illustrating collisions
      4. Inserting anomalies
      5. Giving bonuses
      6. Introducing health and oxygen
      7. Introducing energy cells
      8. Shooting
      9. Working with onscreen controls
      10. Turning space orientation into controls
      11. Designing the head-up display
      12. Discussing 3D graphics
      13. Turning low poly graphics into art
      14. Modeling 3D graphics
      15. Understanding normal mapping
      16. Alternative ideas for the game
      17. Creating the identity for the game
      18. Blueprints of the game
      19. Summary
    16. 9. Games with Reality
      1. Seeing real unreal
      2. Learning augmented reality methods
      3. Understanding fiducial markers
      4. Working with graphics in AR games
      5. Meeting AR games
      6. Using real landmarks
      7. Planning an AR game
      8. The concept of an AR game
      9. Planning game controls
      10. Controlling real objects
      11. Gamificating reality
      12. Summary
    17. Index