In this chapter, you'll be learning how to implement the really complex, subtle game mechanics that not many developers do. This is what separates the good games from the great games. There will be many examples, tutorials, and code snippets in this chapter intended for adaption in your own projects, so feel free to come back at any time to look at something you may have either missed the first time, or are just curious to know about in general.
In this chapter, we will cover the following topics:
Adding a table for scores
Adding subtle sliding to the units
Creating movements on a Bézier curve instead of straight paths
Depth perception via device tilting (and parallax scrolling)
Three ways to create unit streamers or ghosts
Touchscreen controls versus D-pad adaptation (and why it matters so much to know this distinction)
A common theme for this chapter will be to show you how to take what seem like complex things and turn them into easy-to-code and easy-to-modify...