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

The concept of an AR game


Regarding the concept of a game, I would like to describe a less-common model of using 3D content in AR. As a rule, 3D objects are shown on or above some physical surfaces; figuratively speaking, such AR is convex. However, it is interesting to try to create a concave reality by creating an illusion of a hole in a surface. Fiducials create a boundary for such a virtual recess and players have the chance to look inside the rabbit hole. The idea is manifested in the best way when markers are placed on a wall, since the game creates an AR window where some virtual scene is shown. The illusion is pretty smooth because the virtual image has a real-time response to change the player's point of view and position is space of a camera; there are parallax, real time linear perspective distortions, and so on.

Game content is perceived as a truly and natural addition to the real world. It is like having a window into new dimension in your own room. Of course, a special step...