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

Game elements and goals


To illustrate the plot, the game needs a few essential elements. The asteroid is portrayed by a special game board, where positions of robots are represented by game pieces of various colors. The cargo turns into playing cards. A player can take them and communicate. One dice (it is not feasible to use two dice because they would give too-big values) defines the distance of each player's move.

The main goal is simple: the player should collect a specific number of batteries to start the shuttle. In most cases, this number can be equal to ten. To get a battery, the player needs to defeat a monster or opponent's robot.

Game start

The game starts with an attempt to create a robot. Each player takes three cards from the spares deck, but it is more than likely that he does not get enough cards to construct the robot. There will be repetitive or junk cards, so the game usually starts with semi-assembled and very weak apparatus.

The game board

According to the plot, the robots...