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

Summary


We have learned about the basic approaches to marketing our games and finding players interested in our projects. This can be a challenging area for indie developers. While some industry pros recommend spending as much time on your marketing as you do making your game, coding and art probably comes more easily than cold calling journalists or hiring translators. However, marketing is a necessary part of successful indie game publishing. This marketing work gives you the best chance of success when you publish your game.

I hope that this chapter gave you some ideas on how to build a fan base. First, we looked at the basic checklist of a solid marketing plan. Then, we explored how to approach crowdfunding. Third, we looked at using ads to generate revenue, and contrasted that to selling in-app purchases. Fourth, we took a brief look at the power of localization and exposing your games to new markets. Finally, we reviewed some useful tips for making sure you bring your games to completion...