All games can use what is called polishing to make it look better; it's not only on the aesthetics but it can also improve the game design; for example, a fade away effect with particles can add immersion to what's happening in our game. Our mission with this chapter is, as mentioned before, to polish the look and feel of the game for the most part and other additions that can make a difference, such as performance. We'll go from a basic particle system to UI tweening, input on different platforms, exploring a bit of the .NET API that LibGDX brings, and a few more additions. We'll end up with a game that has more depth with only a few additions and learn a lot about continuous improvement.
In this chapter, we will cover the following topics:
3D particles and LibGDX's particle creator
UI tweening
.NET API and online leaderboards
Platform recognition and input
Frustum culling and performance
Interfacing for different platforms
Input on different platforms
Testing on Android...