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

Generating the game idea


Of course, the primal intention of many fresh game developers is to create a first-person shooter. This is a good dream, but a very bad idea. A competitive modern FPS, even if it is going to be developed for handheld devices, requires titanic efforts, that is, a gigantic job that will be enormous for small teams. There should be an original concept that can attract the attention of the audience: a good story, tons of accurate 3D models and textures, great animation, perfect special effects, optimized graphics, minimum glitches, and an ideal balance in a new, competitive FPS. Don't forget the hundreds of hidden nuances and pitfalls.

It is more reasonable to reduce our ambitions a little bit and start with a smaller project to experiment with. It is good to take some ideas from the good old arcades. For example, the Shoot 'em up subgenre, where a character is surrounded with lots of enemies and needs to hold fire all the time, is the mechanics from Space Invaders. The...