Chapter 1, Player 1 UP, is an introduction to the three cool games that we will build.
We will also get the development environment set up.
Chapter 2, Tappy Defender – First Step, is about planning the game project and getting
the code for our first game engine up and running. We will implement a main game
loop, control the frame rate, and draw to the screen.
Chapter 3, Tappy Defender – Taking Flight, teaches us to add lots of new objects and
some features like player controls, enemies, and scrolling stars in the background.
In the Things that go bump – collision detection section, we will discuss our collision
detection options and implement an efficient solution for this game.
Chapter 4, Tappy Defender – Going Home, completes the game, including adding high
scores, victory conditions, sound FX, and more.
Chapter 5, Platformer – Upgrading the Game Engine, provides a good understanding of
what is needed in a simple game engine. We can quickly learn about and build a more
advanced and flexible engine, suitable for a really tough, retro 2D platform game.
Chapter 6, Platformer – Bob, Beeps, and Bumps, uses our new game engine to add a class
to manage the sound FX and a class to implement the more complex player controls
that are required by a game of this type. We can then make Bob, our playable
character, an animated running, jumping hero.
Chapter 7, Platformer – Guns, Life, Money, and the Enemy, continues the subject of the
previous two chapters; we add a ton of features in this one. We will add collectible
pick-ups and power-ups, a deadly homing enemy, and a patrolling guard. Of course
with all this, Bob is going to need a machine gun to defend himself, and he gets one!
Chapter 8, Platformer – Putting It All Together, is where our platform game comes
to life. We will add lots of new platform tile types and scenery objects, multiple
scrolling parallax backgrounds, collision detection, and a teleporting system so that
Bob can travel between the levels of the game. Using our range of tile types, scenery
objects, and backgrounds, we will implement four playable levels linked together by
the teleporting system.
Chapter 9, Asteroids at 60 FPS with OpenGL ES 2, contains the final project of this book,
which is an introduction to 2D games with the super fast OpenGL graphics library.
In this chapter, we will quickly learn how to draw with OpenGL ES 2 and integrate
the drawing system into our game engine. By the end of the chapter, we will have a
working engine that draws an Asteroids-style spaceship to the screen.
Chapter 10, Move and Draw with OpenGL ES 2, is where we will quickly integrate
our sound and control systems from the previous project. Then, we can add a game
border, twinkling star system, spinning asteroids, a neat HUD, progressively difficult
levels, and a rapid fire gun to the player's spaceship.

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