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

Levels


The levels are your story and express the plot; they are chapters in your novel told via the game mechanics. So, pay attention to each of them, especially the first ones, because that is the place where the player meets the game. The players should like the beginning to continue playing.

You can start planning the levels on paper, making different notes and sketches. Then it is better to switch to a more flexible tool. For example, it is good to use spreadsheets tools (Microsoft Excel or Calc from the OpenOffice.org package) to create a sketch of a level. That is unusual, but let's break stereotypes because spreadsheets can be very efficient: you can add various colors to cells, copy, paste, and cut them, move some sections of the level, and make some grouping operations. Moreover, you may find the way to save the spreadsheet document in a form that can be recognized by your game, so you will have not a sketch tool, but an improvised level editor!

The following is an example of the level sketched in the spreadsheet application:

Of course, a special level editor is better, especially if it has a test/preview option. This means that the editor should be based on your game engine. Try to make it practical, so that not only you but other people could use it too. Initially, all the level designers can be from your team, but then you can try to offer level creation features to a wider audience. Projects that let users generate content are always in fashion.