Game Development Reference
In-Depth Information
Chapter 12
A Completed Game: Belt
Commander
Throughout this topic, we have covered a number of techniques for building iOS games. We looked
at how to build the basic application flow for a game in Chapter 3. We learned how to build a basic
turn-by-turn game when we looked at Coin Sorter in Chapter 4. Then we moved in to frame-by-frame
games and learned how to build a game that is in constant motion in Chapter 5. In Chapters 6 and 7,
we looked at how to create different types of actors to populate our game. Chapter 8 covered how
to capture user input that manipulates in-game elements, and Chapter 9 looked at how to reach out to
our players with Game Center and other social media services. In Chapter 10, we discussed how
to add in-app purchases and to help make some money with our game. In Chapter 11, we added
sound effects to our game. In this chapter, we are going to bring all of these elements together into
one full-featured game, Belt Commander. The title graphic is shown in Figure 12-1 .
Figure 12-1. Title graphic for Belt Commander
In this chapter, we are going to take a high-level look at the game Belt Commander. We are also
going to walk through how the game is put together, including how the views are organized and
how the application game logic is implemented. We will discuss the different actors in the game and
how they are added. In some ways, this chapter is a review of the techniques we learned in previous
chapters. However, exploring how these techniques fit together will give you a roadmap that will
help you put together your own games. In fact, feel free to start out with the sample code for this
chapter for your own game. It is my intention to do just that and release a commercial version of Belt
Commander in the iTunes Store. So let's get started.
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