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

Working with graphics in AR games


For a better experience and a smoother perception of AR, all the functional elements should be removed from the screen. The fiducial markers are better kept hidden. This can be done by covering a marker with a virtual model that looks larger than the marker. In the simplest case, a planar image with a pattern or pictures can be used. The smartest way is to imitate a texture of a physical surface by photographing its fragment and reproducing it several times. For instance, the marker is placed on a wooden tabletop, then the game takes of photo of the wooden texture, and covers the marker with fragment of the photo. Of course, such a model is hard to develop and in many cases, the output can be less than ideal, but it looks very interesting.

It is spectacular to utilize 3D models in AR games; they express the idea of a center of a game scene better. If the marker defines a position for a character, the model that hides it is sometimes called a AR 3D puppet...