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iphone game blueprints
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iPhone Game Blueprints
Develop amazing games, visual charts, plots,
and graphics for your iPhone
Igor Uduslivii
BIRMINGHAM - MUMBAI
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iPhone Game Blueprints
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, without the prior written
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critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy
of the information presented. However, the information contained in this book is
sold without warranty, either express or implied. Neither the author, nor Packt
Publishing, and its dealers and distributors will be held liable for any damages
caused or alleged to be caused directly or indirectly by this book.
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companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
First published: December 2013
Production Reference: 1191213
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-026-3
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Cover Image by Rogix ([email protected])
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Credits
Author
Igor Uduslivii
Reviewers
Robbyn Blumenschein
Zbigniew Kominek
Clifford Matthew Roche
Acquisition Editors
David Barnes
Joanne Fitzpatrick
Lead Technical Editor
Anila Vincent
Technical Editors
Pragnesh Bilimoria
Veena Pagare
Ankita Thakur
Proofreaders
Ameesha Green
Paul Hindle
Stephen Swaney
Copy Editors
Alisha Aranha
Brandt D'Mello
Tanvi Gaitonde
Gladson Monteiro
Karuna Narayanan
Kirti Pai
Shambhavi Pai
Alfida Paiva
Project Coordinator
Shiksha Chaturvedi
Indexer
Mehreen Deshmukh
Production Coordinator
Manu Joseph
Cover Work
Manu Joseph
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About the Author
Igor Uduslivii is a freelance illustrator and graphic designer with more than
a decade's experience in this domain. He specializes in artwork for mobile games
and UI graphics such as icons and buttons. Currently, he cooperates with Spooky
House Studios UG (haftungsbeschränkt), a game development company that has
created popular puzzle titles such as Bubble Explode and Rail Maze.
Right from his early years, he was passionate about drawing, computers, and
video games. As a child, he liked to create illustrations by traditional painting
methods as well as designing simple 8-bit games. After completing his studies
from the Republican Colegiul de Informatica in Chisinau, Moldova, he began his
career as an editor at Electronic Office publishing house, writing articles about new
technologies and particularly, computer graphics. In parallel, he started studying
Flash technology and animation. After that, he began actively working as a media
designer, creating promo animations and Flash games. Igor also worked on the
graphical look of software products, designing visual identities and UI elements.
Among his clients were Kaspersky Lab, Reasoft, LemonStand, and many others.
By now, most of his time is taken up by games. He is working on a full bunch of
graphics, such as the application icon, characters, background art, props, textures,
and animations.
He is fond of design as an art form and pursues it as a hobby, developing various
concepts in the domain of print and simple industrial design elements. In fact, all the
images (except the screenshots for games and the photos) that appear in this book are
designed by him. He also worked as the main graphic artist for mobile games such as
Blueprint3D, Rail Maze, and Bubble Explode. One of his projects called Jackets and
Bookmarks was showcased at the Kleinefabriek exhibition at Amsterdam in 2010.
I would like to thank my family for their patience and endorsements
during the process of creating this book. I would also like to thank
Andrei Gradinari, Pavel Carpov, and Kostya Stankevych for their
help and support.
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About the Reviewers
Robbyn Blumenschein has a Bachelor of Science degree in Game Art and
Design. She has done an internship at IPlay, a mobile game company, and has
worked as a freelancer since graduation. She is recently working on a project
(developing and designing) that is a cross platform for funding startup companies
She received second place for the first competition for Z-place Technologies Inc.
Zbigniew Kominek is an experienced software developer who loves pure and
tested code. He started his professional experience with client/server applications.
After a few years, he made his dream come true and started working as an iOS game
developer. One of the titles he worked on is the award-winning Bridgy Jones game.
Now, he continues to pursue his passion for game development with Unity.
Dawid Szczepaniak (Executive Creative Director and Partner at VML Poland) says,
"Zbigniew is one of the best iOS developers I've ever met. He is highly skilled and
most of all, a mature and reliable person."
Gogula Gupta (Principal Software Engineer at Sabre) says "Zbyszek is a very talented
and passionate developer. He has extremely good technical knowledge and ability
to learn quickly. He delivers work with amazing speed and excellent quality. He has
very good personal skills too. It is very valuable to have him in the team."
Artur Staszczyk (Programmer at CD Projekt Red) says "Zbigniew is a very skilled
developer. Despite that his knowledge about design patterns and iOS programming
is enormous, he is always willing to learn new techniques. It was a pleasure working
with such experienced developer; he was a valuable member of our team."
I would like to thank my wife Ola. Her patience and support during
tough moments gave me the strength to work hard and accomplish
everything I wanted to do.
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Clifford Matthew Roche is a self-taught game programmer who has been
working on AAA projects since 2008, focusing on engine development, performance,
and animation. He is credited on several games including NHL 09, FIFA 10, and
MotionSports: Adrenaline.
Recently, he started his own game development company, Firestarter Games,
where he works to bring high-quality games to mobile devices and consoles with
Unity 3D. The company's first project, Globulous, was nominated for Best Audio
(Casual/Indie) at the Audio Network Guild Music Awards.
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Table of Contents
Preface 1
Chapter 1: Starting the Game 7
Telling a story 7
Characters 13
Levels 15
Naming 16
Working with graphic assets 19
Sprites and tiles 21
Preparing animation 25
Background 27
Application icon 30
Achievements 37
Trophies 39
Banners 40
Screenshots 40
Gameplay videos 41
Summary 44
Chapter 2: Ergonomics 45
Portraying the player 45
Ergonomic aspects 46
Simple rules 47
Distance to the game 47
The Pause button 48
Autosaving 49
The Continue button 50
Visibility of the control elements 50
Direct control 50
Introducing functionalities 50
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Table of Contents
[ ii ]
Health regeneration 51
Peaks and valleys 51
One event per moment 51
Difficulty level 52
Sound and music 52
Minimum screen areas 53
Using buttons 55
UI elements 58
Accessible games 62
Color blindness 66
Photosensitive epilepsy 71
Handedness 73
Other accessibility issues 73
Summary 76
Chapter 3: Gesture Games 77
Introducing the game idea 79
Imagining the device orientation 85
Introducing game modes 86
Gestures 87
Intuition 87
Lights 88
Thinking about the plot and decorations 89
Alternative ideas 92
Creating a game's identity 93
Game blueprints 94
Summary 97
Chapter 4: Card and Board Games 99
The ornament of life 99
Powerful objects 102
Traditional board games 106
Planning your digital board game 108
The Plot 110
Game elements and goals 110
Game start 111
The game board 111
Decks 113
Robots 114
Doors 117
Tools and bonuses 117
Monsters 118
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Table of Contents
[ iii ]
The game table 121
Robo-golem 122
Robo-zombie 124
Alternative ideas 125
Player's identity 125
Game blueprints 126
Summary 128
Chapter 5: Puzzles 129
Making connections 129
Puzzle types 131
Word puzzles 131
Number (mathematical) puzzles 131
Audio puzzles 132
Transport puzzles 133
Point connection puzzles 134
Physics-based puzzles 135
Tile-matching puzzles 136
Match-three games 137
Game board dimensions 139
Triggers 140
Scoring 141
Prototyping your puzzle 142
Inserting elements 143
Tile shooter 144
Scrolling 145
Moving columns 147
Tile-o-fall 149
Obstacles 150
Tile-o-maze 151
Tile-RPG 154
Ornamentation 159
Alternative ideas for match-three games 161
The identity of the game 161
Blueprints 162
Summary 164
Chapter 6: Platformer 165
Scaffolding 165
Types of platforms 167
Game idea 170
Plot 171
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Table of Contents
[ iv ]
Game controls 173
Setting the screen layout 174
Planning a character's look 176
Making characters cute 177
Making characters scary 178
Making characters brutal 180
Avoiding the uncanny valley 181
Creating characters 184
Earning bonuses and pitfalls 186
Introducing triggers 187
Fighting with enemies 188
Parallax scrolling 188
Starting an animation 192
Frames 195
Walking cycle for protagonist 197
Walking cycle animation for enemies 202
Jumping and shooting animation 202
Programming animation 203
Physics-based puzzles 204
The identity of the game 205
Blueprints of the 3robopainter game 205
Summary 207
Chapter 7: Adventure 209
Beginning of a journey 209
Understanding types of adventure games 216
Text-based adventure 216
Puzzle-based adventure 216
Action-based adventure 217
Escape the room 218
Planning the setting 218
Establishing the game idea 219
Writing the plot 219
Introducing the protagonist 221
Planning the room 222
Interaction 225
Language of adventures 225
Thinking about puzzles 228
Creating the scene flowchart 230
Presenting the inventory 232
Monologues 234
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Table of Contents
[ v ]
Dialogues 236
Constructing the conversation tree 238
Working with phrases 241
Creating the dialogue window 244
Alternative ideas 246
Identity for the game 247
Blueprints 248
Summary 250
Chapter 8: Action Games 251
Introducing action games 251
Classifying the types of shooters 254
Fixed shooters 254
Scrolling shooter 255
Rail shooter 255
First-person shooter 255
Third-person shooter 256
Mixed shooters 257
Generating the game idea 257
Writing the plot 258
Planning game modes 259
Developing the protagonist 259
Designing enemies 261
Preparing obstacles 262
Illustrating collisions 263
Inserting anomalies 264
Giving bonuses 266
Introducing health and oxygen 267
Introducing energy cells 270
Shooting 271
Working with onscreen controls 274
Turning space orientation into controls 278
Designing the head-up display 280
Discussing 3D graphics 281
Turning low poly graphics into art 283
Modeling 3D graphics 285
Understanding normal mapping 288
Alternative ideas for the game 290
Creating the identity for the game 291
Blueprints of the game 292
Summary 293
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Table of Contents
[ vi ]
Chapter 9: Games with Reality 295
Seeing real unreal 295
Learning augmented reality methods 297
Understanding fiducial markers 300
Working with graphics in AR games 305
Meeting AR games 307
Using real landmarks 309
Planning an AR game 311
The concept of an AR game 318
Planning game controls 320
Controlling real objects 322
Gamificating reality 325
Summary 329
Index 331
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