Book Image

Swift Game Development - Third Edition

By : Siddharth Shekar, Stephen Haney
Book Image

Swift Game Development - Third Edition

By: Siddharth Shekar, Stephen Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store.
Table of Contents (22 chapters)
Swift Game Development Third Edition
Contributors
Preface
Other Books You May Enjoy
Index

Managing scope and completing projects


Finishing and publishing projects is hard for everyone. Video games are expansive works of art and even simple games can take months to polish. The success stories in the media often portray a lone developer making millions of dollars with their first idea, but that is not often the reality. Rather than attaching to one idea, most pros build many quick prototypes and iterate on their best ideas. It is like any artistic endeavor—who ends up the better painter: the student who takes 30 days to meticulously paint one picture, or the student who paints a new picture every day for 30 days? The student who paints 30 paintings has the opportunity to learn far more.

It is for this reason that I recommend starting with simple puzzle games. Make a Snake clone, a Tetris clone, and a gem game clone. If you can finish and publish these simple games, you are probably in great shape to take on more challenging artistic pursuits. You will become a better game maker...