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

Moving columns


Well, there are columns in the game that can move if pushed by the player's finger; without any external impact, they stand still. Let's turn it topsy-turvy. After that, the columns always move down. Being infinite lines, they have various speeds, so a stream of tiles is not regular. A player can stop any of them by touching them. How can such a bizarre concept be turned into a real game experience? Everything is simple: the player should apply the brakes to each column at the right time so they assemble a tile sequence. An automatic align procedure can be developed. It looks like slot machine mechanics, but it is not based on fortuity alone; the player can see the flow of tiles and choose the right moment to tap the screen by himself. We call this mode Moving columns.

As soon as all columns are stopped, the roll call function is called, and after that the game operates like an ordinary match-three puzzle: sequence outlining, point counting, element eliminating, and so on....