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Swift Game Development

Swift Game Development

By : Siddharth Shekar, Haney
2.7 (3)
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Swift Game Development

Swift Game Development

2.7 (3)
By: Siddharth Shekar, Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store.
Table of Contents (20 chapters)
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19
Index

Summary

We have learned about basic approaches to marketing games and finding players who are interested in our projects. This can be a challenging area for indie developers. While some industry pros recommend spending as much time on marketing as you do on making your game, coding and art probably come more easily than cold calling journalists or hiring translators. However, marketing is a necessary part of successful indie game publishing. This marketing work gives you the best chance of success when you publish your game.

I hope that this chapter has given you some ideas for how to build a fan base. First, we looked at a basic checklist of a solid marketing plan. Then, we explored how to approach crowdfunding. Thirdly, we looked at using ads to generate revenue, and contrasted that with selling in-app purchases. Fourthly, we took a brief look at the power of localization and exposing your games to new markets. Finally, we reviewed some useful tips for making sure you bring your games...

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