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iPhone Game Blueprints
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iPhone Game Blueprints
by Igor Uduslivii
iPhone Game Blueprints
iPhone Game Blueprints
Table of Contents
iPhone Game Blueprints
Credits
About the Author
About the Reviewers
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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
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