This is part three of a series on making iOS games.
I needed to decide on which technology to use in the game and a put down initial ideas on how elements in the game are to be structured.
I could write the game visuals using:
- Core Animation
- Third Party Framework
1 and 2 are generally too slow for the 2D action game I am making (although I believe Core Animation is surprisingly fast and can handle hundreds of animating views on the screen).
My view on the third party issues is outlined below in a Napkin. I chose number four: OpenGL.
This is part two of a series on making iOS games.
How will I try to entertain the player? What sort of game play will there be?
Here is a list of things that I hope to offer in the game:
- exploring the environment (people like a tour)
- discovering all sorts of wierd and wonderful monsters
- destroying them with a glorious range of weapons
- having to do all this at speed
Remember this one? My first mac game – I got it along with my first and only mac trojan.
Touching the World
It was tempting at first to try and squeeze this game into something which can be played with one thumb. One thumb games however, grow dull on me quite quickly.
The “Touching the world” meme, in regards to the user interface of a game, is one that Graeme Devine mentions a lot (see his excellent WWDC talks 2010, 2011), referring to the screen of iOS devices being the interface (in contrast to physical joysticks), and how you can/should manipulate the game world through that interface both more directly and more subtly.
I agree this idea has a lot of validity.
There is a common notion that has been going around the web for a while. That notion is that if you want to write games you have to be a die hard gamer and a die hard game programmer.
I don’t agree.
I think most people like lots of things. They like to play games sometimes, and like to do a lot of other things too – socialise, get out in the fresh air, exercise – whatever.
I also think that it also should be ok to make a game – even though you like making other things too.
Of course: I don’t subscribe to the other notion going around that writing a game is a waste of time either.
Writing a game can be challenging though, there are a lot of different things that go into a game, a lot of new things to learn. Its very hard to just dabble, or experiment in game writing, because you have to devote a lot of time, before getting something halfway satisfactory. Even more time than learning a J2EE framework used to take a half decade ago (before the world was taken over by Rails and its philosophical brethren).