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

Discussing 3D graphics


An action game is not strictly necessary to utilize a 3D engine. There are a lot of wonderful games based on 2D graphics or isometric perspective. Astronaut is Gone is designed with flat graphics interpretation in mind as well. All elements such as the Unit, enemies, rocks, and meteors can be based on sprites. The movement mechanics in basic gaming modes do not contradict with that. The player does not need to turn the virtual camera because the object may have only one side. More importantly, the game world itself is not flat; each element features three coordinates. The game's universe looks like a long corridor where different objects are suspended on invisible strings. The corridor's walls, floor, and ceiling frame boundaries of the space that the player may reach. If the player gets close to them, he gets an alert, You are leaving the path, and the Unit stops. The protagonist can move in two planes: in the longitudinal one by traveling forward and backward and...