iOS Game Blueprints Book Outline

PackIt Publishing contacted me and asked for an outline for an iOS game development book. Here it is:

Preface (5-7 Pages)

The specific topics that will be covered in this chapter are:

  • What this book covers
  • Who this book is for
  • Why you should read this book instead of other iOS game development books
  • What basic tools and knowledge you’ll need to use this book effectively (hardware, software, etc.)
  • Boilerplate stuff (conventions, feedback, support, errata, etc.)

Chapter 1: iOS Game Development (10-20 pages)

This chapter will give the reader more detail on the iOS tools and technologies we will be using for game development. It will also discuss the game design and development process as well as give a brief overview of all the games we will be creating in this book. The specific topics that will be covered in this chapter are:

  • Objective C overview
  • Xcode, iOS emulator, and other tools overview
  • Cocoa Touch API overview (Foundation Kit, UIKit)
  • iOS application overview
  • Game development platforms – iPad vs. iPhone (differences, strengths, weaknesses)
  • Game design and development (“Listening, Thinking, Speaking”)
  • The games we will be creating

Note: The specific games mentioned below in parenthesis are there merely to give the reader of this outline a better idea of the type of game that will be developed in each chapter, not the actual final game itself.

Chapter 2: Simulation/Strategy Game (25-30 pages)

(Hammurabi – bit.ly/18pNdKk, Super Star Trek – bit.ly/14MYVgG)

In this chapter the reader will learn some basic game techniques that are universal to all of the games we will be creating in this book. They will learn how to crate a simple simulation/strategy game using iOS technologies they are familiar with in new and interesting ways. The specific topics that will be covered in this chapter are:

  • What is a simulation/strategy game?
  • Simulation/strategy game design document
  • Basic game loop
  • Game loop timers
  • Views, subviews, and superviews
  • Core Graphics (graphics context, iOS coordinate system, transformation matrixes)
  • Core Text (layout & font objects, simple paragraphs, simple text labels)
  • Handling touches (touchesBegan, touchesEnded)
  • Possible game enhancements

Chapter 3: Card Games (20-25 pages)

(Texas Hold ‘Em – bit.ly/18pNI7e, Blackjack – bit.ly/13RWI3B)

This chapter builds on the technologies and techniques introduced in the previous chapter as the reader applies the new ideas below to create a card game with several players (one human, multiple computer). The specific topics that will be covered in this chapter are:

  • What is a card game?
  • Card game design document
  • Core graphics (paths, points, lines, curves, ellipses)
  • Creating a deck of cards
  • Simple card game rules engine (dealing, betting, etc.)
  • Simple card game AI (dealer, NPC players)
  • Possible game enhancements

Chapter 4: Puzzle Game (15-20 pages)

(15 – bit.ly/18pPKo7, Minesweeper – bit.ly/14MZLdi)

This chapter builds on the technologies and techniques introduced in the previous chapters as the reader applies the new ideas below to create a puzzle game for solo play. The specific topics that will be covered in this chapter are:

  • What is a puzzle game?
  • Puzzle game design document
  • Core Graphics (rectangles, color)
  • Displaying images
  • Handling touches (touchesMoved)
  • Simple puzzle piece constraint engine
  • Possible game enhancements

Chapter 5: Board Game (20-25 pages)

(Reversi – bit.ly/18pQutc, Go – bit.ly/13RT4ai)

This chapter builds on the technologies and techniques introduced in the previous chapters as the reader applies the new ideas below to create a strategy board game for two players (one human/one computer or two human). The specific topics that will be covered in this chapter are:

  • What is a board game?
  • Board game design document
  • View controllers & multiple screens (setup, playing)
  • Gesture recognizer (tapping, long press, panning, dragging)
  • Simple board game AI (hints, opponent moves)
  • Possible game enhancements

Chapter 6: Maze Game (20-25 pages)

(Pac Man – bit.ly/18pR9e6, Berzerk – bit.ly/14N0g7h)

This chapter builds on the technologies and techniques introduced in the previous chapters as the reader applies the new ideas below to create a single player maze game with multiple computer- controlled opponents. The specific topics that will be covered in this chapter are:

  • What is a maze game?
  • Maze game design document
  • Game loop timing
  • Sprites
  • Collision detection
  • Simple path finding AI
  • Possible game enhancements

Chapter 7: Platform Game (15-20 pages)

(Lode Runner – bit.ly/18pRBZR, Donkey Kong – bit.ly/13RToG6)

This chapter builds on the technologies and techniques introduced in the previous chapters as the reader applies the new ideas below to create a single player platform game with multiple computer- controlled opponents. The specific topics that will be covered in this chapter are:

  • What is a platform game?
  • Platform game design document
  • Creating tiles and tile maps
  • Sprite animation
  • Simple platform game AI
  • Possible game enhancements

Chapter 8: Paddle Game (25-30 pages)

(Pong – bit.ly/18pS4eC, Breakout – bit.ly/13RTDRF)

This chapter builds on the technologies and techniques introduced in the previous chapters as the reader applies the new ideas below to create a paddle game for two players (two human, one human/one computer). The specific topics that will be covered in this chapter are:

  • What is a paddle game?
  • Paddle game design document
  • OpenGL ES
  • Cocos2D (simple shapes)
  • Box2D (physics)
  • Motion events (accelerometer, gyroscope)
  • Simple paddle game AI
  • Possible game enhancements

Chapter 9: Arcade Games (20-30 pages)

(Lunar Lander – bit.ly/18pSly7, Spacewar! – bit.ly/18pSrWu)

This chapter builds on the technologies and techniques introduced in the previous chapters as the reader applies the new ideas below to create an arcade game set in outer space. The specific topics that will be covered in this chapter are:

  • What is an arcade game?
  • Arcade game design document
  • Cocos2D (complex shapes)
  • Box2D (gravity, particle systems)
  • Gesture recognizer (zooming a view, rotating, panning/dragging)_
  • Motion events (accelerometer, gyroscope)
  • Simple arcade game AI (ship movement & strategy)
  • Possible game enhancements

Chapter 10: Adventure Games (20-30 pages)

(Colossal Cave – bit.ly/18pSOQS, Wizard and the Princess – bit.ly/14N2a7N)

This is a standalone chapter that will walk the reader through the creation of a simple 5-10 room adventure game with some simple props, several puzzles, and one or two non-player characters (it will use some of the technologies and techniques introduced in previous chapters though). The specific topics that will be covered in this chapter are:

  • What is an Adventure game?
  • Adventure game design document
  • Designing the Adventure game world (locations, characters, props, puzzles)
  • Coding the Adventure game world
  • Handling keyboard input
  • Parsing two-work input
  • Adding images
  • Possible game enhancements

Chapter 11: Role-Playing Game (20-30 pages)

(Rogue – bit.ly/18pTwhe, Wizardry – bit.ly/14N1DCP)

This is a standalone chapter that will walk the reader through the creation of a simple role-playing, dungeon crawl game with a randomly generated 2D map, a simple 3D point-of-view interface, and randomly created non-player characters (it will use some of the technologies and techniques introduced in previous chapters though). The specific topics that will be covered in this chapter are:

  • What is a role-playing game?
  • Role-playing game design document
  • 3D graphics overview
  • Random map creation
  • Coding the 2D/3D user interface
  • NPC character AI
  • Possible game enhancements

Chapter 12: Appendix (15-20 pages)

This chapter discusses iOS technologies and other game tools and techniques that were not introduced in previous chapters but could be applied to game development. Some of the topics that will be covered in this chapter are:

  • Core Data overview
  • Core Animation overview
  • Core Image overview
  • Game Center overview
  • Map Kit overview
  • Open source game frameworks (Chipmunk, Sparrow, Moai, iSGL 3D)
  • Commercial game frameworks (Unity 3D, Marmalade, Stonetrip S3D, GLBasic, Corona, Torque 2D)
  • Other game design and development books to read

Estimated Page Count

Preface 5 – 7 pages
Chapter 1: iOS Game Development 10 – 20 pages
Chapter 2: Simulation/Strategy Game 25 – 30 pages
Chapter 3: Card Game 20 – 25 pages
Chapter 4: Puzzle Game 15 – 20 pages
Chapter 5: Board Game 20 – 25 pages
Chapter 6: Maze Game 20 – 25 pages
Chapter 7: Platform Game 15 – 20 pages
Chapter 8: Paddle Game 25 – 30 pages
Chapter 9: Arcade Game 20 – 30 pages
Chapter 10: Adventure Game 20 – 30 pages
Chapter 11: Role-Playing Game 20 – 30 pages
Chapter 12: Appendix 15 – 20 pages
TOTAL 230 – 312 pages

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