PacktLib: iPhone Game Blueprints

iPhone Game Blueprints

Credits

About the Author

About the Reviewers

www.PacktPub.com

Preface

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

Ergonomics

Portraying the player

Ergonomic aspects

Minimum screen areas

Using buttons

UI elements

Accessible games

Color blindness

Photosensitive epilepsy

Handedness

Other accessibility issues

Summary

Gesture Games

Introducing the game idea

Imagining the device orientation

Introducing game modes

Thinking about the plot and decorations

Creating a game's identity

Game blueprints

Summary

Card and Board Games

The ornament of life

Powerful objects

Traditional board games

Planning your digital board game

Game elements and goals

Alternative ideas

Player's identity

Game blueprints

Summary

Puzzles

Making connections

Puzzle types

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

Platformer

Scaffolding

Types of platforms

Setting the screen layout

Planning a character's look

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

Adventure

Beginning of a journey

Understanding types of adventure games

Alternative ideas

Identity for the game

Blueprints

Summary

Action Games

Introducing action games

Classifying the types of shooters

Generating the game idea

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

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