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

Working with onscreen controls


It must be confessed that controlling complex objects in a 3D space is not very natural for touchscreens. They were created for pointing, scrolling, and gestures, but not for dual control of motion (that was not thought of when such devices where planned). There are several factors that make such a job less comfortable and precise. First of all, when people play on a mobile device (either iPhone or iPad), they use their fingers in a very specific way. In most cases, only thumbs are available for input. The other fingers can be used as well, but that is not as comfortable and natural as holding a game controller, where special buttons are ergonomically placed on top of or under the device so that the fingers can naturally reach them. There cannot be a direct analogy with keyboard-and -computer mouse tandem. You cannot recreate the gaming keyboard mechanics simply by placing virtual WASD, Shift, and Space keys on the screen because to interact with them, players...