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

Starting an animation


An animation in case of games, which uses characters to drive the story is not a simple tool to decorate a game scene and to make it attractive, but it is a way to express the game mechanics. A character moves his legs not because it looks realistic and nice but because this demonstrates the idea that the character can walk as do ordinary creatures on the surface of the Earth. In other words, he obeys certain rules familiar to the player. Otherwise, the player has to invent new interpretations of what he is looking at. For instance, there is a character whose graphic representation has legs, but there is no walking animation sequence in the game, causing the legs to appear still. So, the character's movement on the game board can be read as sliding or floating rather than as walking. This is a problem because such a process has its own physical features in the real world, which differs from normal pedestrianism.

For example, the sliding implies longer and more uncontrolled...