IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone /
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 dre...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Pub.,
2013.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; 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; Summary; Chapter 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 functionality.
- Health regenerationPeaks 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; Chapter 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; Chapter 4: Card and Board Games; The ornament of life; Powerful objects.
- Traditional board gamesPlanning 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; Chapter 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.
- ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 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 enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 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.