Book Image

iPhone Game Blueprints

By : Igor Uduslivii
Book Image

iPhone Game Blueprints

By: Igor Uduslivii

Overview of this book

Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices. Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up. iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications. This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning. Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.
Table of Contents (16 chapters)
iPhone Game Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


A story in a video game can be on different scales; if the product is simple, it features a small-scale plot, while more complex games may have huge screenplays that might even be the envy of Hollywood. But irrespective of its size, the plot should be solid and well thought out, a narrative should create a connection between the game world and the audience. The game is not just a calculator; it is about experience.

Graphics is part of the narrative as well. First of all, there should a visual idea that unites all fragments of the screen. Assets can be simple and not realistic but must have some structural rules. This makes a picture alive and interesting to follow. When working with graphics, there is a need to operate various types of textures collected into sheets with some resource. There can be some issues with alpha channel, compression quality, or memory management, but they can be prevented or resolved by proper planning. Any game needs some promotion to become popular. At a basic level, this means the presence of an attractive and demonstrative application icon, a catchy name, trailers, and a social media account.

Usability issues are important not only for traditional office software, but games as well. In the next chapter, you will learn how to plan a game comfortable for players. Especially if you care about players with special needs.