Book Image

Swift 3 Game Development - Second Edition

By : Stephen Haney
Book Image

Swift 3 Game Development - Second Edition

By: Stephen Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit.
Table of Contents (20 chapters)
Swift 3 Game Development - Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Chapter 8. Polishing to a Shine - HUD, Parallax Backgrounds, Particles, and More

Our core gameplay mechanics are in place; now we can improve the overall user experience. We will turn our focus to the non-gameplay features that make our games shine. To start, we will add a Heads-Up Display (HUD) to display the player's health and coin count. Then, we will implement multiple layers of parallax background to add depth and immersion to the game world. We will also explore SpriteKit's particle system, and use a particle emitter to add production value to the game. Combined, these steps will add to the fun of the gameplay experience, invite the player deeper into the game world, and impart a professional, polished feeling to our app.

The topics in this chapter include the following:

  • Adding an HUD

  • Parallax background layers

  • Using the particle system

  • Granting safety as the game starts