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

Game board dimensions


The dimension of an array directly depends on the screen size of the device it is being viewed on. The jumping point is of course the iPhone. In many cases, match-three games are played in Portrait mode, so the width of the game board is equal to 320 points (640 pixels on the Retina display and 320 pixels on the iPhone 3GS). As long as touchscreen input is based on direct manipulations with objects on the screen, a game tile should be comfortable to aim and tap. (Systems with non-direct manipulation, which use buttons or a joystick to control the screen pointer, can use smaller tiles and more elements.)

As you remember from Chapter 2, Ergonomics, the optimal minimum size of a touch area is 44 pixels. If we divide 320 points by 44 points, the rounded-up result is 7.3. Hence the optimal number of elements is seven or eight; you can check this out for yourself by looking at any screenshot of the Bejeweled game, which utilizes eight items in a row. Besides the ergonomics...