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

Triggers


The influence of an array of tiles can be interpreted mostly based on the human factor: the player taps the screen and the game has to answer. Simple puzzles with a passive array only wait for players to find a sequence of tiles on the screen and tap it. The active arrays in turn are developed for more complicated actions; for example, the player inserts a specific tile into the array and the game rearranges the entries to adapt to the changes made. Another breathtaking scenario is this: the player throws a tile onto the array of elements and the game calculates the fly process of the tile, trajectories, and rebound, giving some points for spectacular actions.

After that, the matching process begins. Such types of dynamic puzzles can be referred to as match-three shooters , since tiles play the role of bullets and a grid of items on the screen is turned into a target. To express such mechanics better, some special themes can be invented for the game; for instance, tiles can looks...