Cover image for iPhone Game Blueprints.
iPhone Game Blueprints.
Title:
iPhone Game Blueprints.
Author:
Uduslivii, Igor.
ISBN:
9781849690270
Personal Author:
Physical Description:
1 online resource (409 pages)
Contents:
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.
Abstract:
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.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.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Electronic Access:
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