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

Beginning of a journey


Early prerequisites of adventure games can be found in postmodernist experiments with storytelling, which took place long before modern computers were born. Once writers understood that the structure of a book was not fixed, but could be very flexible, they were given a chance to create a new type of literature: non-linear stories with several plots. Readers only needed to get some new directions to work with chapters in a book; a new map to travel a book was required.

When you are talking about experimenting with a narrative, of course, the first name that comes to mind is that of the Argentine magician, a fabulous writer, Jorge Luis Borges. In 1941, he wrote a short story called An Examination of the Work of Herbert Quain where he talked about the literary heritage of a fictional novelist, who among others created a novel called April March. It featured a structure that can be called a tree of events. The plot can be constructed based on nine alternative beginnings...