iPhone Game Blueprints
eBook - ePub

iPhone Game Blueprints

Igor Uduslivii

  1. 358 páginas
  2. English
  3. ePUB (apto para móviles)
  4. Disponible en iOS y Android
eBook - ePub

iPhone Game Blueprints

Igor Uduslivii

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Información del libro

In Detail

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.

Approach

iPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games

Who this book is for

This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a "paper art-director" for your project.

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Información

Año
2013
ISBN
9781849690263

iPhone Game Blueprints


Table of Contents

iPhone Game Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. Starting the Game
Telling a story
Characters
Levels
Naming
Working with graphic assets
Sprites and tiles
Preparing animation
Background
Application icon
Achievements
Trophies
Banners
Screenshots
Gameplay videos
Summary
2. Ergonomics
Portraying the player
Ergonomic aspects
Simple rules
Distance to the game
The Pause button
Autosaving
The Continue button
Visibility of the control elements
Direct control
Introducing functionalities
Health regeneration
Peaks and valleys
One event per moment
Difficulty level
Sound and music
Minimum screen areas
Using buttons
UI elements
Accessible games
Color blindness
Photosensitive epilepsy
Handedness
Other accessibility issues
Summary
3. Gesture Games
Introducing the game idea
Imagining the device orientation
Introducing game modes
Gestures
Intuition
Lights
Thinking about the plot and decorations
Alternative ideas
Creating a game's identity
Game blueprints
Summary
4. Card and Board Games
The ornament of life
Powerful objects
Traditional board games
Planning your digital board game
The Plot
Game elements and goals
Game start
The game board
Decks
Robots
Doors
Tools and bonuses
Monsters
The game table
Robo-golem
Robo-zombie
Alternative ideas
Player's identity
Game blueprints
Summary
5. Puzzles
Making connections
Puzzle types
Word puzzles
Number (mathematical) puzzles
Audio puzzles
Transport puzzles
Point connection puzzles
Physics-based puzzles
Tile-matching puzzles
Match-three games
Game board dimensions
Triggers
Scoring
Prototyping your puzzle
Inserting elements
Tile shooter
Scrolling
Moving columns
Tile-o-fall
Obstacles
Tile-o-maze
Tile-RPG
Ornamentation
Alternative ideas for match-three games
The identity of the game
Blueprints
Summary
6. Platformer
Scaffolding
Types of platforms
Game idea
Plot
Game controls
Setting the screen layout
Planning a character's look
Making characters cute
Making characters scary
Making characters brutal
Avoiding the uncanny valley
Creating characters
Earning bonuses and pitfalls
Introducing triggers
Fighting with enemies
Parallax scrolling
Starting an animation
Frames
Walking cycle for protagonist
Walking cycle animation for enemies
Jumping and shooting animation
Programming animation
Physics-based puzzles
The identity of the game
Blueprints of the 3robopainter game
Summary
7. Adventure
Beginning of a journey
Understanding types of adventure games
Text-based adventure
Puzzle-based adventure
Action-based adventure
Escape the room
Planning the setting
Establishing the game idea
Writing the plot
Introducing the protagonist
Planning the room
Interaction
Language of adventures
Thinking about puzzles
Creating the scene flowchart
Presenting the inventory
Monologues
Dialogues
Constructing the conversation tree
Working with phrases
Creating the dialogue window
Alternative ideas
Identity for the game
Blueprints
Summary
8. Action Games
Introducing action games
Classifying the types of shooters
Fixed shooters
Scrolling shooter
Rail shooter
First-person shooter
Third-person shooter
Mixed shooters
Generating the game idea
Writing the plot
Planning game modes
Developing the protagonist
Designing enemies
Preparing obstacles
Illustrating collisions
Inserting anomalies
Giving bonuses
Introducing health and oxygen
Introducing energy cells
Shooting
Working with onscreen controls
Turning space orientation into controls
Designing the head-up display
Discussing 3D graphics
Turning low poly graphics into art
Modeling 3D graphics
Understanding normal mapping
Alternative ideas for the game
Creating the identity for the game
Blueprints of the game
Summary
9. Games with Reality
Seeing real unreal
Learning augmented reality methods
Understanding fiducial markers
Working with graphics in AR games
Meeting AR games
Using real landmarks
Planning an AR game
The concept of an AR game
Planning game controls
Controlling real objects
Gamificating reality
Summary
Index

iPhone Game Blueprints

Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: December 2013
Production Reference: 1191213
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-026-3
www.packtpub.com
Cover Image by Rogix ()

Credits

Author
Igor Uduslivii
Reviewers
Robbyn Blumenschein
Zbigniew Kominek
Clifford Matthew Roche
Acquisition Editors
David Barnes
Joanne Fitzpatrick
Lead Technical Editor
Anila Vincent
Technical Editors
Pragnesh Bilimoria
Veena Pagare
Ankita Thakur
Proofreaders
Ameesha Green
Paul Hindle
Stephen Swaney
Copy Editors
Alisha Aranha
Brandt D'Mello
Tanvi Gaitonde
Gladson Monteiro
Karuna Narayanan
Kirti Pai
Shambhavi Pai
Alfida Paiva
Project Coordinator
Shiksha Chaturvedi
Indexer
Mehreen Deshmukh
Production Coordinator
Manu Joseph
Cover Work
Manu Joseph

About the Author

Igor Uduslivii is a freelance illustrator and graphic designer with more than a decade's experience in this domain. He specializes in artwork for mobile games and UI graphics such as icons and buttons. Currently, he cooperates with Spooky House Studios UG (haftungsbeschränkt), a game development company that has created popular puzzle titles such as Bubble Explode and Rail Maze.
Right from his early years, he was passionate about drawing, computers, and video games. As a child, he liked to create illustrations by traditional painting methods as well as designing simple 8-bit games. After completing his studies from the Republican Colegiul de Informatica in Chisinau, Moldova, he began his career as an editor at Electronic Office publishing house, writing articles about new technologies and particularly, computer graphics. In parallel, he started studying Flash technology and animation. After that, he began actively working as a media designer, creating promo animations and Flash games. Igor also worked on the graphical look of software products, designing visual identities and UI elements. Among his clients were Kaspersky Lab, Reasoft, LemonStand, and many others. By now, most of his time is taken up by games. He is working on a full bunch of graphics, such as the application icon, characters, background art, props, textures, and animations.
He is fond of design as an art form and pursues it as a hobby, developing various concepts in the domain of print and simple industrial design elements. In fact, all the images (except the screenshots for games and the photos) that appear in this book are designed by him. He also worked as the main graphic artist for mobile games such as Blueprint3D, Rail Maze, and Bubble Explode. One of his projects called Jackets and Bookmarks was showcased at the Kleinefabriek exhibition at Amsterdam in 2010.

About the Reviewers

Robbyn Blumenschein has a Bachelor of Science degree in Game Art and Design. She has done an internship at IPlay, a mobile game company, and has worked as a freelancer since graduation. She is recently working on a project (developing and designing) that is a cross platform for funding startup companies She received second place for the first competition for Z-place Technologies Inc.
Zbigniew Kominek is an experienced software developer who loves pure and tested code. He started his professional experience with client/server applications. After a few years, he made his dream come true and started working as an iOS game developer. One of the titles he worked on is the award-winning Bridgy Jones game. Now, he continues to pursue his passion for game development with Unity.
Dawid Szczepaniak (Executive Creative Director and Partner at VML Poland) says, "Zbigniew is one of the best...

Índice

  1. iPhone Game Blueprints
Estilos de citas para iPhone Game Blueprints

APA 6 Citation

Uduslivii, I. (2013). iPhone Game Blueprints (1st ed.). Packt Publishing. Retrieved from https://www.perlego.com/book/390761/iphone-game-blueprints-pdf (Original work published 2013)

Chicago Citation

Uduslivii, Igor. (2013) 2013. IPhone Game Blueprints. 1st ed. Packt Publishing. https://www.perlego.com/book/390761/iphone-game-blueprints-pdf.

Harvard Citation

Uduslivii, I. (2013) iPhone Game Blueprints. 1st edn. Packt Publishing. Available at: https://www.perlego.com/book/390761/iphone-game-blueprints-pdf (Accessed: 14 October 2022).

MLA 7 Citation

Uduslivii, Igor. IPhone Game Blueprints. 1st ed. Packt Publishing, 2013. Web. 14 Oct. 2022.