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

Inserting anomalies


Besides the object-based obstacles, there can be some more impalpable ones in the form of various forces that affected the astronaut. Remember that to add some good dramatic moments, you should play with the protagonist's abilities. If he is able to do an action, it is good to reduce his power somehow, or even take the power away from him for a period of time. Only when somebody loses something do they truly understand its significance. Thus, in the game, it should be territories (where the astronaut is more vulnerable) because something invisible to a naked eye affects him and takes his powers. I would call such events an anomaly.

There can be three kinds of anomalies:

  • Portals: These are deformations of space that look like blinking flat spots and may be with some visible discharges. They can be small or large. If the protagonist reaches one of them, he is teleported to another location. Because this is a pitfall, it usually means that he has been returned back, losing...