Index
A
- absolute infinite mode / Introducing the game idea
- accessibility issues
- color blindness / Color blindness
- PSE / Photosensitive epilepsy
- handedness / Handedness
- accessible game
- about / Accessible games
- examples / Accessible games
- action-based adventure game
- about / Action-based adventure
- action game antagonists
- private pirate / Designing enemies
- Bosun / Designing enemies
- Drone / Designing enemies
- Turret / Designing enemies
- pirate shuttle / Designing enemies
- action game bonuses
- Flag with a Star / Giving bonuses
- Green container / Giving bonuses
- Spare parts box / Giving bonuses
- Check point / Giving bonuses
- Monolith / Giving bonuses
- Star dust / Giving bonuses
- action games
- about / Introducing action games
- history / Introducing action games
- advantages / Introducing action games
- shooter types, classifying / Classifying the types of shooters, Rail shooter, Third-person shooter, Mixed shooters
- game idea, generating / Generating the game idea
- plot, writing / Writing the plot
- gaming modes, planning / Planning game modes
- protagonist, developing / Developing the protagonist
- antagonists, designing / Designing enemies
- obstacles, preparing / Preparing obstacles
- collisions, illustrating / Illustrating collisions
- anomalies, inserting / Inserting anomalies
- bonuses / Giving bonuses
- protagonist variables / Introducing health and oxygen
- energy cells / Introducing energy cells
- weapons / Shooting
- on-screen controls / Working with onscreen controls
- orientation-based controls / Turning space orientation into controls
- HUD, designing / Designing the head-up display
- 3D graphics / Discussing 3D graphics
- low poly graphics, turning into art / Turning low poly graphics into art
- 3D graphics, modeling / Modeling 3D graphics
- Bump maps / Understanding normal mapping
- alternative thoughts / Alternative ideas for the game
- application icon / Creating the identity for the game
- blueprints / Blueprints of the game
- action gaming modes
- story / Planning game modes
- arcade / Planning game modes
- Adobe Illustrator
- used, for application icon crafting / Application icon
- Adobe Illustrator layers
- artboard / Application icon
- content / Application icon
- cover / Application icon
- adventure games
- history / Beginning of a journey
- types / Understanding types of adventure games, Escape the room
- settings, planning / Planning the setting
- game idea, establishing / Establishing the game idea
- plot, writing / Writing the plot
- protagonist / Introducing the protagonist
- room, planning / Planning the room
- interacting / Interaction
- logic/ language / Language of adventures
- puzzles, creating / Thinking about puzzles
- scene flowchart, creating / Creating the scene flowchart
- inventory / Presenting the inventory
- inventory objects / Presenting the inventory
- inventory, creating / Presenting the inventory
- monologues / Monologues
- dialogues / Dialogues
- conversation tree, constructing / Constructing the conversation tree
- phrases, developing / Working with phrases
- dialogue window, creating / Creating the dialogue window
- application icon / Identity for the game
- blueprint / Blueprints, Summary
- adventure game settings
- alternative ideas / Alternative ideas
- adventure games inventory
- about / Presenting the inventory
- objects / Presenting the inventory
- adventure games inventory bjects
- solo item / Presenting the inventory
- spare part / Presenting the inventory
- constructed item / Presenting the inventory
- junk / Presenting the inventory
- solo item, creating / Presenting the inventory
- adventure games types
- text-based / Text-based adventure
- puzzle-based / Puzzle-based adventure
- action-based / Action-based adventure
- room escape / Escape the room
- AI
- alpha channel / Sprites and tiles
- animation
- starting, in platformers / Starting an animation
- workflow / Starting an animation
- frames / Frames
- animation workflow
- Adobe Illustrator, using / Starting an animation
- Adobe Flash, using / Starting an animation
- anomalies
- inserting, in action games / Inserting anomalies
- portal / Inserting anomalies
- gravity / Inserting anomalies
- artificial / Inserting anomalies
- apparent motion
- application icon
- about / Application icon
- creating / Application icon
- main element, choosing / Application icon
- examples / Application icon
- designing / Application icon
- crafting / Application icon
- crafting, Adobe Illustrator used / Application icon
- AR
- about / Seeing real unreal
- interacting with / Seeing real unreal
- methods, learning / Learning augmented reality methods
- fiducial markers / Understanding fiducial markers
- game graphics / Working with graphics in AR games
- game examples / Meeting AR games
- real landmarks, using / Using real landmarks
- AR game component motion
- organizing, schemes / Planning an AR game
- AR game graphics
- working with / Working with graphics in AR games
- AR games
- planning / Planning an AR game
- concept / Planning an AR game, The concept of an AR game
- panoramic AR game / Planning an AR game
- game controls, planning / Planning game controls
- real objects, controlling / Controlling real objects
- reality, gamificating / Gamificating reality
- AR methods
- symbol-based / Learning augmented reality methods
- image-based / Learning augmented reality methods
- object-based / Learning augmented reality methods
- map-based / Learning augmented reality methods
- location-based / Learning augmented reality methods
- principle / Learning augmented reality methods
- artistic license / Telling a story
- Astronaut Maneuvering Unit (AMU) / Developing the protagonist
- AV
- about / Seeing real unreal
B
- board game components
- rules / The ornament of life
- board / The ornament of life
- game pieces / The ornament of life
- random number generator / The ornament of life
- cards / The ornament of life
- bonus / The ornament of life
- pitfalls (force majeure) / The ornament of life
- board games
- history / The ornament of life
- basic components / The ornament of life
- objects / Powerful objects
- unpredictability level, changing / Powerful objects
- board game squares
- empty squares / The game board
- door (or Container) squares / The game board
- spares squares / The game board
- Bog / Tile-o-maze
- bonus
- about / Earning bonuses and pitfalls
- types / Earning bonuses and pitfalls
- earning / Earning bonuses and pitfalls
- bonus types
- color bubble / Earning bonuses and pitfalls
- accumulator / Earning bonuses and pitfalls
- bump maps
- about / Understanding normal mapping
- drawback / Understanding normal mapping
- Button game idea
- advantages / Thinking about the plot and decorations
- disadvantages / Thinking about the plot and decorations
- buttons
- using / Using buttons
- states / Using buttons
- receipt / Using buttons
- functionality / Using buttons
- buttons states
- normal / Using buttons
- focus / Using buttons
- disable / Using buttons
- pressed / Using buttons
C
- canvases / Sprites and tiles
- card decks
- card games
- about / The ornament of life
- Catch the sequence mode
- about / Moving columns
- CCG
- about / Traditional board games
- color blindness
- about / Color blindness
- red-green blindness / Color blindness
- color bubble
- about / Earning bonuses and pitfalls
- one-off / Earning bonuses and pitfalls
- renewable / Earning bonuses and pitfalls
- color gun / Game idea
- color vision deficiencies
- deuteranopia / Color blindness
- protanopia / Color blindness
- tritanopia / Color blindness
- achromatopsia (monochromacy) / Color blindness
- controlled falling / Walking cycle for protagonist
- conversation tree
- about / Constructing the conversation tree
- constructing / Constructing the conversation tree
D
- 3D graphics
- modeling / Modeling 3D graphics
- design and idea concept
- advantages / Thinking about the plot and decorations
- disadvantages / Thinking about the plot and decorations
- device orientation
- about / Imagining the device orientation
- two thumbs / Imagining the device orientation
- one finger / Imagining the device orientation
- dialogues
- using, in adventure games / Dialogues
- digital board game
- planning / Planning your digital board game
- plot / The Plot
- elements / Game elements and goals
- goals / Game elements and goals
- character restrictions / Robots
- alternative ideas / Alternative ideas
- application icon / Player's identity
- blueprints / Game blueprints
- digital board game elements
- game start / Game start
- game board / The game board
- decks / Decks
- robots / Robots
- doors / Doors
- bonuses / Tools and bonuses
- tools / Tools and bonuses
- monsters / Monsters
- game table / The game table
- robo golem / Robo-golem
- robo-zombie / Robo-zombie
- digital board game monsters
- dynamic arrays
- about / Match-three games
E
- emergency medical services (EMS) / Introducing health and oxygen
- enemy characters
- Stop robot / Creating characters
- Support robot / Creating characters
- Crane robot / Creating characters
- Welder / Creating characters
- Installer / Creating characters
- Virus-affected CPU queen / Creating characters
- enemy walking cycle animation
- ergonomic aspects
- about / Ergonomic aspects
- rules / Simple rules
- distance to game / Distance to the game
- Pause button / The Pause button
- autosaving / Autosaving
- Continue button / The Continue button
- control elements visibility / Visibility of the control elements
- direct control / Direct control
- game functionality / Introducing functionalities
- health regeneration / Health regeneration
- peaks / Peaks and valleys
- valleys / Peaks and valleys
- difficulty level / Difficulty level
- sounds / Sound and music
- music / Sound and music
F
- fiducial markers
- about / Understanding fiducial markers
- requirements / Understanding fiducial markers
- difficulties / Understanding fiducial markers
- designs / Understanding fiducial markers
- printing problem, resolving / Understanding fiducial markers
- figure support / Walking cycle for protagonist
- fixed shooters / Tile shooter
- Fixed shooters
- about / Fixed shooters
- examples / Fixed shooters
- foreground
- about / Parallax scrolling
- fourth wall / Gameplay videos
- FPS
- about / First-person shooter
- examples / First-person shooter
- Free robopainter / Plot
G
- game
- story, telling / Telling a story
- synopsis / Telling a story
- plot / Telling a story
- storyline / Telling a story
- characters / Characters
- levels / Levels
- naming / Naming
- graphic assets / Working with graphic assets
- sprites / Sprites and tiles
- tiles / Sprites and tiles
- animation, preparing / Preparing animation
- backgrounds / Background
- application icon / Application icon
- achievements / Achievements
- Trophies / Trophies
- banners / Banners
- screenshots / Screenshots
- video trailers / Gameplay videos
- accessibility issues / Color blindness, Photosensitive epilepsy, Other accessibility issues
- tile behaviour / Tile-o-maze
- floor behaviour displaying, via logical expressions / Tile-o-maze
- multicolored game pieces, using / Tile-o-maze
- game achievements
- about / Achievements
- creating / Achievements
- game animation
- types / Preparing animation
- preparing / Preparing animation
- game backgrounds
- about / Background
- types / Background
- difficulty / Background
- creating / Background
- exporting / Background
- operating / Background
- game background types
- static / Background
- dynamic / Background
- game banners
- creating / Banners
- game blueprints
- about / Game blueprints
- Clean Gestures gesture game / Game blueprints
- Buttons gesture game / Game blueprints
- Purr gesture game / Game blueprints
- Magic sky gesture game / Game blueprints
- game board
- dimensions / Game board dimensions
- game characters
- protagonist / Characters
- game trigger / Characters
- enemy / Characters
- friendly/neutral character / Characters
- about / Characters
- designing / Characters
- game gestures
- types / Introducing the game idea
- about / Introducing the game idea
- multipoint gestures / Introducing the game idea
- working / Introducing the game idea
- symbols / Introducing the game idea
- game gesture types
- tap point / Introducing the game idea
- line / Introducing the game idea
- figures / Introducing the game idea
- shakes / Introducing the game idea
- game idea
- introducing / Introducing the game idea
- game gestures / Introducing the game idea
- Button game idea / Thinking about the plot and decorations
- Purr game idea / Thinking about the plot and decorations
- Magic sky game idea / Thinking about the plot and decorations
- alternative ideas / Alternative ideas
- game identity
- creating / Creating a game's identity
- game levels
- game mode organization models
- game modes
- about / Introducing game modes
- gestures / Gestures
- intuition / Intuition
- lights / Lights
- organization models / Lights
- Inserting / Inserting elements
- Shooter / Tile shooter
- Scroll / Scrolling
- Moving columns / Moving columns
- Catch the sequence / Moving columns
- Tile-o-fall / Tile-o-fall
- Replacement / Alternative ideas for match-three games
- game name
- game obstacles
- gameplay videos
- about / Gameplay videos
- creating / Gameplay videos
- game screen area
- minimizing / Minimum screen areas
- gesture game
- gameplays / Introducing game modes, Gestures, Lights
- plot / Thinking about the plot and decorations, Alternative ideas
- decorations / Thinking about the plot and decorations, Alternative ideas
- blueprints / Game blueprints
- GFXBench
- URL / Discussing 3D graphics
- graphic assets
- working with / Working with graphic assets
- sprites / Working with graphic assets
- animated sprites / Working with graphic assets
- tiles / Working with graphic assets
- textures / Working with graphic assets
- backgrounds / Working with graphic assets
- GUI elements / Working with graphic assets
- icons / Working with graphic assets
H
- handedness
- about / Handedness
- hard edges / Sprites and tiles
- HUD
- about / Designing the head-up display
- designing / Designing the head-up display
I
- Icon-72.png / Application icon
- [email protected] / Application icon
- Icon.png / Application icon
- [email protected] / Application icon
- intuition game mode / Intuition
- iTunesArtwork / Application icon
- iTunesArtwork@2x / Application icon
J
- jumping animation
- creating / Jumping and shooting animation
L
- lead room
- about / Setting the screen layout
- lifeboat game
- lifeboat game fragments
- lights game mode / Lights
- low poly graphics
- turning, into art / Turning low poly graphics into art
- low poly model
- faces / Turning low poly graphics into art
- simple look / Turning low poly graphics into art
- four angled circle / Turning low poly graphics into art
- non-realistic proportions / Turning low poly graphics into art
- controlled mess / Turning low poly graphics into art
- large minimalistic textures / Turning low poly graphics into art
- sharp animation / Turning low poly graphics into art
M
- magic pink / Sprites and tiles
- Magic sky game idea
- advantages / Thinking about the plot and decorations
- disadvantages / Thinking about the plot and decorations
- match-three game
- about / Match-three games
- objective / Match-three games
- cornerstones / Match-three games
- scrolling / Scrolling
- columns, moving / Moving columns
- RPG mechanism / Tile-RPG
- decorating / Ornamentation
- alternative ideas / Alternative ideas for match-three games
- application icon / The identity of the game
- blueprints / Blueprints
- match-three game cornerstones
- game tiles / Match-three games
- elements array / Match-three games
- sequence / Match-three games
- trigger / Match-three games
- match-three shooters / Triggers
- Metaio SDK / Learning augmented reality methods
- Mixed shooters
- about / Mixed shooters
- examples / Mixed shooters
- monologues
- using, in adventure games / Monologues
- main domain / Monologues
- motion tween / Preparing animation, Walking cycle for protagonist
- Moving columns mode
- about / Moving columns
- MR
- about / Seeing real unreal
N
- negative feedback
- about / Obstacles
O
- offline positive feedback
- about / Obstacles
- on-screen controls
- working with / Working with onscreen controls
- disadvantage / Working with onscreen controls
- advantage / Working with onscreen controls
- optical character recognition (OCR) / Designing the head-up display
- orientation-based controls
P
- parallax
- about / Parallax scrolling
- example / Parallax scrolling
- scrolling parallax / Parallax scrolling
- photography light box / Gameplay videos
- phrases
- working with / Working with phrases
- physics-based puzzles
- about / Physics-based puzzles, Physics-based puzzles
- examples / Physics-based puzzles
- pitfall
- about / Earning bonuses and pitfalls
- platformer characters
- cuteness feature, adding / Making characters cute
- scary factor, creating / Making characters scary
- brutality, creating / Making characters brutal
- uncanny valley, avoiding / Avoiding the uncanny valley
- creating / Creating characters
- platformers
- types / Types of platforms
- objectives / Types of platforms
- planning / Game idea
- plot / Plot
- game controls / Game controls
- screen layout, setting / Setting the screen layout
- character's look, planning / Planning a character's look
- characters, creating / Creating characters
- animation, starting / Starting an animation
- application icon / The identity of the game
- platformer scaffolding
- about / Scaffolding
- platformer triggers
- about / Introducing triggers
- On-floor trigger / Introducing triggers
- Universal color trigger / Introducing triggers
- Specific color trigger / Introducing triggers
- platformer types
- single-screen setup / Types of platforms
- scrolling setup / Types of platforms
- player
- portraying / Portraying the player
- plot squares chart / Telling a story
- positive feedback
- about / Obstacles
- programming animation
- creating / Programming animation
- protagonist walking cycle
- about / Walking cycle for protagonist
- planning / Walking cycle for protagonist
- working / Walking cycle for protagonist
- main phases / Walking cycle for protagonist
- main phases, basic principles / Walking cycle for protagonist
- additional phases / Walking cycle for protagonist
- intermediate phases / Walking cycle for protagonist
- PSE
- about / Photosensitive epilepsy
- flashing elements, checking / Photosensitive epilepsy
- Purr game idea
- advantages / Thinking about the plot and decorations
- disadvantages / Thinking about the plot and decorations
- puzzle
- connections, making / Making connections
- types / Puzzle types, Audio puzzles, Transport puzzles, Point connection puzzles, Physics-based puzzles, Tile-matching puzzles, Match-three games
- scoring system / Scoring
- prototyping / Prototyping your puzzle
- elements, inserting / Inserting elements
- puzzle-based adventure game
- about / Puzzle-based adventure
- puzzle types
- word puzzles / Word puzzles
- number puzzles / Number (mathematical) puzzles
- audio puzzle / Audio puzzles
- transport puzzles / Transport puzzles
- point connection / Point connection puzzles
- physics-based puzzles / Physics-based puzzles
- tile-matching puzzles / Tile-matching puzzles, Match-three games
- PVRTC
- about / Sprites and tiles
- advantages / Sprites and tiles
- disadvantages / Sprites and tiles
R
- 3robopainter / Plot
- programming animation / Programming animation
- physics-based puzzles / Physics-based puzzles
- blueprints / Blueprints of the 3robopainter game
- Radio-buttons-jump / Constructing the conversation tree
- Rail shooters
- about / Rail shooter
- example / Rail shooter
- Replacement mode / Alternative ideas for match-three games
- robo golem
- about / Robo-golem
- game board squares, used / Robo-golem
- room escape
- about / Escape the room
- examples / Escape the room
- RPG
- about / Traditional board games
- rule of thirds
- about / Setting the screen layout
- working / Setting the screen layout
S
- Scale of attractiveness
- about / Planning a character's look
- Cute mark / Planning a character's look, Making characters cute
- Brutal / Planning a character's look, Making characters brutal
- Human likeness / Planning a character's look, Avoiding the uncanny valley
- Scary / Planning a character's look, Making characters scary
- scene flowchart
- creating, in adventure games / Creating the scene flowchart
- screenshot compositions
- creating / Screenshots
- Script Creation Utility for Maniac Mansion (SCUMM) / Language of adventures
- scrolling parallax
- about / Parallax scrolling
- calculating / Parallax scrolling
- working / Parallax scrolling
- scrolling setup
- about / Types of platforms
- examples / Types of platforms
- endless running mechanism / Types of platforms
- Scrolling shooters
- about / Scrolling shooter
- example / Scrolling shooter
- Scroll mode
- about / Scrolling
- semantic ornamentation / Telling a story
- sensitivity modes
- passive / Match-three games
- active / Match-three games
- Shooter mode / Tile shooter
- shooter types
- Fixed shooters / Fixed shooters
- Scrolling shooters / Scrolling shooter
- Rail shooters / Rail shooter
- FPS / First-person shooter
- TPS / Third-person shooter
- Mixed shooters / Mixed shooters
- shooting animation
- creating / Jumping and shooting animation
- simultaneous localization and mapping (SLAM) / Learning augmented reality methods
- single-screen setup
- about / Types of platforms
- disadvantages / Types of platforms
- Slice Options panel / Application icon
- Sphero
- URL / Controlling real objects
- about / Controlling real objects
- merits / Controlling real objects
- sprite collector / Sprites and tiles
- sprites
- about / Sprites and tiles
- characteristic / Sprites and tiles
- sprite sheets / Sprites and tiles
- basic design rules / Sprites and tiles
- sprite sheet
- about / Sprites and tiles
- device dimensions / Sprites and tiles
- space occupied, calculating / Sprites and tiles
- developing / Sprites and tiles
- tile dimensions, selecting / Sprites and tiles
- tile position, selecting / Sprites and tiles
- String / Learning augmented reality methods
- Submit button / Lights
- suspension of disbelief / Telling a story
T
- Tabs-jump / Constructing the conversation tree
- tetraminos / Tile-matching puzzles
- text-based adventure game
- about / Text-based adventure
- TexturePacker / Starting an animation
- tile-matching puzzles
- about / Tile-matching puzzles
- match-three game / Match-three games
- Tile-o-fall mode
- working / Tile-o-fall
- about / Tile-o-fall
- Tile-o-maze
- about / Tile-o-maze
- tiles
- about / Sprites and tiles
- dimensions, selecting in sprite sheet / Sprites and tiles
- position, selecting in sprite sheet / Sprites and tiles
- tile shooter
- about / Tile shooter
- Tower of Hanoi
- about / Making connections
- objective / Making connections
- TPS
- about / Third-person shooter
- Trademark Electronic Search System (TESS) / Naming
- traditional board games
- about / Traditional board games
- examples / Traditional board games
- Transform panel / Application icon
- triggers
- about / Triggers
- Trophies
- about / Trophies
U
- UI elements
- about / UI elements
- fields / UI elements
- UI fields
- text / UI elements
- page control / UI elements
- picker / UI elements
- popover / UI elements
- action sheet / UI elements
- status bar / UI elements
- toolbar / UI elements
- switch / UI elements
- progress bar / UI elements
- sliders / UI elements
- segment control / UI elements
- uncanny valley hypothesis
- about / Avoiding the uncanny valley
- United States Patent and Trademark Office (USPTO) / Naming
V
- Video game-induced seizures (VGS) / Photosensitive epilepsy
- Vuforia Augmented Reality SDK / Learning augmented reality methods
- VYZAR / Learning augmented reality methods
W
- wagon-wheel effect
- about / Parallax scrolling
- weapons
- using, in action games / Shooting
- Wikitude SDK / Learning augmented reality methods
- Wilhelm scream / Telling a story