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iPhone Game Blueprints

You're reading from   iPhone Game Blueprints If you're looking for inspiration for your first or next iPhone game, look no further. This brilliant hands-on guide contains 7 practical projects that cover everything from animation to augmented reality. Game on!

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849690263
Length 358 pages
Edition 1st Edition
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Author (1):
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Igor Uduslivii Igor Uduslivii
Author Profile Icon Igor Uduslivii
Igor Uduslivii
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Toc

Table of Contents (11) Chapters Close

Preface 1. Starting the Game FREE CHAPTER 2. Ergonomics 3. Gesture Games 4. Card and Board Games 5. Puzzles 6. Platformer 7. Adventure 8. Action Games 9. Games with Reality Index

Moving columns


Well, there are columns in the game that can move if pushed by the player's finger; without any external impact, they stand still. Let's turn it topsy-turvy. After that, the columns always move down. Being infinite lines, they have various speeds, so a stream of tiles is not regular. A player can stop any of them by touching them. How can such a bizarre concept be turned into a real game experience? Everything is simple: the player should apply the brakes to each column at the right time so they assemble a tile sequence. An automatic align procedure can be developed. It looks like slot machine mechanics, but it is not based on fortuity alone; the player can see the flow of tiles and choose the right moment to tap the screen by himself. We call this mode Moving columns.

As soon as all columns are stopped, the roll call function is called, and after that the game operates like an ordinary match-three puzzle: sequence outlining, point counting, element eliminating, and so on....

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