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Chapter 1
Building Great iOS Games
In This Chapter
Getting your mind on the game developer track
Discovering the features that make for a good game
Figuring out your game concept
Fine-tuning the possibilities in your game design
J
ust as you find with any type of app, the range of games available for the
iPhone (and iPad) is huge. They range from games that are expected to
be chart busters from the beginning (the games produced by giant studios,
such as Electronic Arts) to games made by individuals in their spare time
that become huge hits (for example, Trism and Flight Control).
So, as a soon-to-be iPhone and iPad game creator, you need to find your slot
in the range of games. As the authors of this book, we help you do that. In
this chapter, we tell you how to get into the game developer mindset, deter-
mine what makes a good game, initiate a game concept, and then design the
game to fully develop that concept.
When we started writing this book, we spent a lot of time figuring out the
best way to showcase iOS game development. After much deliberation, we
decided to showcase a complete game, dubbed Traffic, from start to finish.
The alternative was to merely show you how to build pieces that could be
useful in the development of a game. Instead, we chose to build a commercial-
quality game step by step, demonstrating all the concepts and knowledge
you need to build an amazing, real game of your own.
Enjoy!
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Sommario

Pagina 1 - Building Great iOS Games

Chapter 1 Building Great iOS GamesIn This Chapter▶ Getting your mind on the game developer track▶ Discovering the features that make for a good game▶

Pagina 2

18Part I: Getting Started ✓ Lots of pencils, of various grades ✓ Some paper ✓ Some friends to “play” your paper game ✓ Patience, a good idea, and a s

Pagina 3

19 Chapter 1: Building Great iOS Games Figure 1-4: Sketches of the game’s movement mechanics. Traffic iPad vs. iPhoneiPhone iPadGRB GRBGRB 3. Add the

Pagina 4

20Part I: Getting Started Figure 1-5: The initial prototype of the main menu. Moving through TrafficThe process of prototyping your game on paper giv

Pagina 5 - Device-guided design

21 Chapter 1: Building Great iOS GamesDistilling the ingredients of funThere’s no secret formula, ingredient, or blueprint for making your games fun.

Pagina 6 - Incorporating the fun

22Part I: Getting Started Encouraging patterns of playPlay your game (and have others play it) enough that you can pick out pat-terns of play. Then bu

Pagina 7 - Designing a Good Game

23 Chapter 1: Building Great iOS Games Get your game out to other people: Show it to your friends, show it to strang-ers, and eventually, you need to

Pagina 8 - Beginning with an idea

24Part I: Getting Started 05_599105-ch01.indd 2405_599105-ch01.indd 24 10/11/10 10:50 AM10/11/10 10:50 AM

Pagina 9 - Evolving the Game

10Part I: Getting Started Figuring Out What a User Wants from an iPhone GameThink about a typical weekday — it’s 8 a.m., and you’re waiting for your t

Pagina 10 - Part I: Getting Started

11 Chapter 1: Building Great iOS Games People play their iPhone games in potentially loud, bright, and distracting environments while they wait for s

Pagina 11

12Part I: Getting Started Noting the Features of Good GamesFigure 1-1 shows the final version of the Traffic game you develop throughout this book. Th

Pagina 12 - Moving through Traffic

13 Chapter 1: Building Great iOS GamesDevice-guided designOne of the keys to creating a great iOS application is to take advantage of the functionalit

Pagina 13 - Surprising a player

14Part I: Getting Started ✓ Tracking multiple screen touches: Because people use their fingers, rather than a mouse, to select and manipulate objects

Pagina 14 - Encouraging patterns of play

15 Chapter 1: Building Great iOS Games ✓ Happy players feel in control. A lot of the fun in computer games is found in the pleasure of taking and mani

Pagina 15 - What’s Next

16Part I: Getting Started Beginning with an ideaGame designs don’t just spring into existence, fully formed. Game design is an organic process involvi

Pagina 16

17 Chapter 1: Building Great iOS GamesWe didn’t want Traffic to be just another line-drawing game, so we brain-stormed further — striking upon the ide

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