Arkanoid was Taito's answer to Atari's Breakout: Arkanoid improved on Breakout by adding power-ups, different level layouts and different types of bricks. This four-part tutorial shows you how to build a game like Arkanoid using Unity with details ranging from basic project setup to advanced ball mechanics and audio. It's a fun tutorial and a great way to learn or sharpen Unity skills.
Whether you're making the next great RPG, build-wait-harvest or any game that requires NPCs to talk, procedural text generation is a good option. It uses algorithms to generate random parts of speech from single words all the way up to full sentences or paragraphs. Rant is a C# templating library for procedural text generation. You can use it as-is in Unity or port over its ideas to Objective C if you like. There's even an online Rant tester where I produced this gem: iOS Game Dev Weekly will help you develop games in which players chop cheeseburgers with their pet donkey. It's a powerful text engine and at the very least you can create some pretty funny sentences.
This article covers advanced texturing in Metal on iOS. Warren Moore shows you how to use reflection and refraction to create some really compelling 3D visuals. Sample code is included. As an added bonus, you'll see how to use iOS CoreMotion to rotate the scene and keep elements properly oriented.
Isometric maps allow you to simulate a 3D perspective while still only coding in 2D. Lots of iOS games use isometric maps (technically: maps with an isometric projection). But before designing your own isometric game, how should you think about your isometric game world? What data structures should you use to store your isometric tiles and how should you think about movement in your isometric game world when it's being displayed by the orthogonal iOS view system? This tutorial reviews some key points about modeling an isometric game map and shows you how to represent player movement.