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

Other accessibility issues


Besides the obvious ones, there are some aspects that few people think about. Let's start with a common element of text. There are a lot of text strings inside modern games: menu labels, rule descriptions, in-game notifications, subplot elements as messages, and diaries. They are an essential part of the game products, they help to navigate, drive a story, and so on. But in some cases it is hard or impossible to rely on them. First of all, regular players do not like big portions of text, especially if it appears in pages, without any accents, comfortable paragraphs of small size, and so on. Then there are some players who find it hard to read, or the speed at which they read is not fast: small kids, people with different forms of dyslexia (a state when a reading process is impeded in some form), and people who speak other languages. Besides, developers always try to provide localizations for their titles; in many cases that is not enough, it is very hard to cover...