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

Shooting


Various types of weapons are an essential part of any action game. They must perfectly balance and run like clockwork, giving the player maximum pleasant experience. The story is not about dozens of variants of different guns or swords, but a couple of really good specimens because as usual, players are attached to very small arsenals, switching mostly between normal and heavier weapons in games. Habit is a second nature. A player will change something only if he is convinced that the new item is as good as the previous one, or even better, for example, if it is more powerful or operates faster.

Astronaut is Gone is designed only with two major weapons in mind: a laser gun and a gravity manipulator. According to the plot, both of them are parts of engineering equipment. Each AMU has these weapons on board. By default, they are needed for various repairing procedures outside the spaceship, but because of events in the game, the main characters should use them for other goals.

The laser...