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

Types of platforms


The main objectives of most platform games are pretty much the same—a player needs to successfully reach the finish point and travel to the next one. But a scenery's setup can differ partly because of technical issues that primarily include calculating the capabilities of old devices. The simplest scenery setup is known as the single-screen setup . As the name implies, a game level fits one screen only and its position is fixed. Thus, the main objective can be reinterpreted as "reach the upper part of the screen and move to the next level." The following is a screenshot of Rayman Jungle Run from Ubisoft:

Most of the early games that pioneered the genre used this concept because it did not require a large number of resources. Few examples are Space Panic (1980) by Universal, Rise Out from Dungeons (1983) by ASCII, and Donkey Kong (1981) by Nintendo. Although by present-day standards these games were not perfect and advanced, they introduced and tested some cornerstone elements...