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iPhone Game Blueprints电子书

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1人正在读 | 0人评论 9.8

作       者:Igor Uduslivii

出  版  社:Packt Publishing

出版时间:2013-12-26

字       数:228.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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  • 读书简介
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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 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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iPhone Game Blueprints

Table of Contents

iPhone Game Blueprints

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

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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