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 10. Standing Out in the Crowd with Advanced Features

It is important to make your game stand out if you are looking for financial success or popularity. The App Store is flooded with half-baked games. In this chapter, you will add the extra bells and whistles to our game to take it to the next level. First, we will add health power-ups so that players can heal themselves after taking damage. Then, we will add smashable crates that contain coins; nothing is more fun than smashing crates! You will learn to combine the techniques you have learned in this book to create an advanced system, and these steps will make the game feel finished and ready for players.

Topics in this chapter include the following:

  • Adding fun crates to smash open

  • Recycling emitter nodes with particle pools

  • Creating the health power-up crate

  • Spawning smashable crates that reward coins