I am currently reading “Unity iOS Essentials”, which I won from ManiacDev’s book giveaway contest.
And so far, I find that this book seems to be all over the place and it inspires to be a Game Design book.
Why made me think so? Well, Chapter 1 is about Planning Ahead for an Unity iOS Game, it starts out pretty clear, it aims to give the readers a little heads up before they start their game, it mentions considerations such as terrain, lighting, audio, etc. And then it got to the Let’s Get Started part, which is pretty much the author make all sorts of game design suggestions, and sometimes he would suggest something and not really explain why, such as he said that Fog is not such a great idea, and he suggests that we use particles instead, but why? Why isn’t fog a good idea? He even mentioned that it adds ambiance, so why isn’t it a good idea? Also there is a whole chunk that he talks about teleportation (wut? o.O), which provides means for players to travel across our large levels. He could have ended that bit there, but he goes on to suggest different ways of doing teleportation, warp gates, trains, what nots. And then after being distracted by all those really not important stuff, he starts talking about culling. Now, culling is important (even the author says so). But the reader could have skipped that part (okay, at least I almost skipped that part because I was skipping the trying to skip the teleportation part).
Chapter 2 is called iOS Performance Guide, but like Chapter 1, instead of getting right down to it (the performance guide), he starts the chapter with different kinds of games that the reader can make. And briefly mention skybox and how we’re supposed to use a cube with reversed normals instead of the one that Unity came with (again, no explanation whatsoever on why we shouldn’t use the Unity one). And then some bits about how we should do our terrain (not the technical part, the design part of making a terrain). Some more bits about different game genres.And then suddenly, Unified Graphic Architecture and the other stuff that actually seems like the iOS Performance Guide.
Chapter 3 is called Advanced Game Concepts, but really the things covered in the chapter is not very advanced, it’s stuff about menus, interface, screen sizes, accelerometer, shaders and organizing your assets.
Chapter 4 is called Flyby Background. Can’t say anything about it, because I skipped it.
I’m after Chapter 5 because it’s about Scalable GUIs, which I happen to be working on right now. So far, it’s understandable, pretty easy to follow. But the way the code bits are edited makes it somewhat unreadable. Oh and don’t expect the code to work as is.
That’s where I am right now, there are still four more chapters that I haven’t read yet.
So far, my comment is, it’s all over the place.
Link: http://www.packtpub.com/unity-3d-essentials-for-ios-games/book
“Cocos2d for iPhone 1 Game Development Cookbook” is written by Nathan Burba (@nathanburba).

Packt recently released a new Cocos2d book: “Cocos2d for iPhone 1 Game Development Cookbook” by Nathan Burba.

Overview of Cocos2d for iPhone 1 Game Development Cookbook
- Discover advanced Cocos2d, OpenGL ES, and iOS techniques spanning all areas of the game development process
- Learn how to create top-down isometric games, side-scrolling platformers, and games with realistic lighting
- Full of fun and engaging recipes with modular libraries that can be plugged into your project
- Over 90 recipes for iOS 2D game development using cocos2d
Link: http://www.packtpub.com/cocos2d-for-iphone-1-game-development-cookbook/book
Tiny Wings is this adorable game by Andreas Illiger that involves this tiny bird who dream of flying.
It is extremely popular on the App store, and that is probably why lots of people wants to know how to make a game like it.
These are some links to tutorials and remake projects.
Sergey Tiknohov (@haqu) is working on a Tiny Wings remake project.
Ray Wenderlich wrote a tutorial based on Sergey’s project, which is divided into 2 parts. The tutorial uses Cocos2d and Box2d.
- http://www.raywenderlich.com/3857/how-to-create-dynamic-textures-with-ccrendertexture
- http://www.raywenderlich.com/3888/how-to-create-a-game-like-tiny-wings-part-1
- http://www.raywenderlich.com/3913/how-to-create-a-game-like-tiny-wings-part-2
@jpsarda wrote a blog post on how to make the gorgeous hills in Tiny Wings using Cocos2d.
Emanuele Feronato wrote a tutorial on how to make the Tiny Wings terrain using Flash and Box2d.
- http://www.emanueleferonato.com/2011/07/14/create-a-terrain-like-the-one-in-tiny-wings-with-flash-and-box2d/
IDRTG stands for Indie Developers Re-Tweet Group. It was established in February 2011 by @innovatty to give indie developers more exposure on twitter for the purpose of promoting their apps. It is one of the most effective free marketing techniques on Twitter. It is now the largest retweet group for Indie developers and new members are joining every day. IDRTG is a community where developers retweet and support each other. A single tweet by a member with few followers can be retweeted multiple times to reach thousands.
As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of really talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.





