iPhone Game Blueprints Год: 2013 Автор: Igor Uduslivii Издательство: Packt Publishing ISBN: 978-1-84969-027-0 Язык: Английский Формат: PDF/EPUB/MOBI Качество: Изначально компьютерное (eBook) Количество страниц: 358 Описание: 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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Preface Chapter 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 Chapter 2: Ergonomics Portraying the player Ergonomic aspects Minimum screen areas Using buttons UI elements Accessible games Color blindness Photosensitive epilepsy Handedness Other accessibility issues Chapter 3: 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 Chapter 4: 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 Chapter 5: 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 Chapter 6: 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 Chapter 7: Adventure Beginning of a journey Understanding types of adventure games Alternative ideas Identity for the game Blueprints Chapter 8: 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 Chapter 9: Games with Reality Seeing real unreal Learning augmented reality methods Understanding fiucial 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 Gamifiating reality Index
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