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

Turning low poly graphics into art


In the early days of 3D games, the number of polygons was a much more critical issue than today, even in such delicate domains as mobile devices. The calculation power of hardware was pretty limited. This means that game developers had to adjust the overall number of polygons in a scene to a specific minimum level. Each game object should have the lowest number of geometric faces for the game to run smooth and fast. For example, a character in the original Quake from id Software, published in 1996, was constructed using 200 polygons (many modern games spend more than ten thousand tris). Game designers always tried to make games as realistic as possible because the craft of 3D modeling was based on two opposite points: an economy of polygons and an ambition to make the 3D model look fine.

To find the correct balance, various tricks in 3D modeling and texture design were used.

Nowadays, this intention has successfully transformed into a form of art. The past...