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Created by a WWDC Scholarship Winner

Doodle Drop!

by Ravi Lunia

What is it about?

Created by a WWDC Scholarship Winner

App Details

Version
1.1
Rating
(8)
Size
17Mb
Genre
Strategy Action
Last updated
May 7, 2019
Release date
January 10, 2019
More info

App Screenshots

App Store Description

Created by a WWDC Scholarship Winner
You need to use your brain to finish all levels. Some levels are easy but some are very difficult.

The goal is to draw a sketches to guide the ball to release the balloon. The ball and all blue objects are affected my gravity. The first few levels are easy, but as you progress the difficulty gradually increases. There are multiple ways to solve each level, can you find the best solution?

- Unique levels with more coming weekly!

My Journey Creating Doodle Drop
Doodle Drop unique sketching-based game where the user has to doodle a single object on the screen to guide the ball to the balloons. This fosters creative thinking and problem solving, and the user does not have to get bogged down in the intricacies of the game. Whatever they dream up to sketch has accurate physical properties due to the physics I’ve implemented. To achieve this seamlessness, I decided to use SpriteKit since it offers a wide range of extra functionality, including physics simulation, audio features and particle dynamics. SpriteKit made it convenient to apply forms of Newtonian physics to all actions that occurs on the screen, and so the game has an incredibly realistic feel. The force acting on an object is equal to the mass of the object multiplied by its acceleration, therefore accurately measuring the mass of the sketch was really important. The mass of the sketch is proportional to its density, so the heavier the sketch the more mass it has and vice versa. Due to the deep physics in SpriteKit, implementing this fairly complex algorithm was made easier. This makes the sketch behave like you would expect it, providing a smooth experience for the user since they don’t have to worry about it. Developing the algorithm for freehand drawing required a lot of hard math, which was done with curve calculations. Code efficiency was initially an issue but after reducing resource consumption and completion time as much as possible by removing unnecessary code and making reusable components wherever possible ensured a good FPS performance and a smooth drawing experience for the user. The complexity of the game and incorporating all the different features provides a smooth gaming experience with more precise actions and faster response times. It just works.

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