How to do it.ĭepending on the type of game we plan on developing, there are a variety of strategies for success on the iPhone or iPad. To work on this recipe, it would be useful to have an iOS device along with a traditional gaming console in order to contrast the difference in mechanics between the two machines. In recent years, the market has matured so that both traditional franchises and independent creative ventures can succeed. Apple's affordable developer program allowed independent developers to step in and experiment on the platform, pushing forward intuitive new experiences like Doodle Jump, Mr. Early games, such as Super Monkey Ball by Sega, were often ports of previous console games by big name publishers. While the operating system is only a few years old, there has been a significant evolution in gaming on the platform. Controls are difficult to implement, screen size is often limited, and we'll need to innovate on top of standard game play mechanics to provide a fun experience. Designing a game around touch is never an easy task. In this recipe, we'll discuss how touch screens drastically alter the design and playability of our game. This offers up an extraordinary opportunity for new gameplay experiences however it does make our design work a bit more difficult to construct. Since we're on a touch screen device, we can create any interaction mechanic that we'd like, no matter how unorthodox the interface may be. We're in a bit of a more difficult-to-manage scenario with iOS, as there is no control pad or face button to commonly dictate interaction on screen when in a game. The user can quickly pick up and play a game, because they know that there is a finite set of buttons that can control game mechanics. Mobile platforms such as the Game Boy or PlayStation Portable have a physical control pad and buttons that lend the user to an inherent understanding of the game on screen. Planning your game around touch Unlike traditional mobile gaming platforms, we won't have physical buttons and a set interface blueprint to serve as a guide for our game. This can be beneficial for innovation, but can also lead to a great deal of heartache for any designer. There isn't much precedent as to what game genres and control styles work well. However, it isn't necessarily easy to produce a game on iOS, as the device presents one of the first touch screen mobile gaming experiences. ![]() Mobile gaming platforms have been popular since the Game Boy's rise to popularity in the early 90s, and users have an idea as to what games work well when on the go, and iOS games are expected to match or exceed these preconceived notions of what is possible. Users have few expectations as to what a typical mobile application should feel like, there is often an expectation with regards to what a game should play like. ![]() (A concise dissection of Apple’s iOS user interface design principles ) Heads-up displays and designing with limited real estate.Control techniques that are optimized for touch.This is the emotional sucker-punching, videogame equivalent of The Flaming Lips’ “Do You Realize?” Play it, now.In this article by Cameron Banga, author of iPhone User Interface Cookbook, we will cover: But Jason Rohrer’s game about how quickly life gets away from us offers players a deeply affecting reminder of our own mortality and the pain of taking a spouse that you may quite possibly outlive. We’d never gotten choked up while playing a videogame before, nevermind one this short-a scant five minutes from start to finish-with such blocky, retro-looking pixels. If you don’t find yourself marveling slack-jawed at the soulful creativity invested in this game, you may have machine parts in your chest where a human heart would normally go. Not surprisingly game critics have referred to the title as “a playable work of art.” You control a cute, sullen little robot (perhap’s Wall-E’s ancestor) who’s been exiled from his city and must make his way through the mechanical slums, solving puzzles as he goes. ![]() Every second is a new, desktop-gracing screen capture waiting to happen. ![]() The quality of the illustration in Amanita Design’s latest point-and-click adventure will blow your mind.
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