Create the Project

The first step is to create the Xcode project using a default template. From Xcode’s App menu, select File New Project... or press N on your keyboard to create a new project as shown in the image.

images/CreatingScenesWithSpritesAndNodes/spritekit-new-project.png

When prompted to choose a new template for your project, select the iOS Game template as shown in the following image, and click Next:

images/CreatingScenesWithSpritesAndNodes/spritekit-project-template.png

You’re then prompted with the following options as shown in the image.

images/CreatingScenesWithSpritesAndNodes/spritekit-project-setup-callouts.png

For the Product Name, enter gloopdrop. The text you enter here becomes part of the Bundle Identifier (ID), a unique name that identifies your app on the App Store. Your project needs a Bundle ID so that you can assign app capabilities[16] and create provisioning profiles.[17]

Entering a Product Name

images/aside-icons/tip.png

Although you may be tempted to enter the full name of your game—for example, Gloop Drop—it’s better to use a simplified name that contains no spaces or special characters, and uses only lowercase letters as it tends to look nicer and is more flexible.

For the Team, Organization Name, and Organization Identifier, use your Apple developer information. Note that the Organization Identifier uses a reverse domain name structure and is also part of the Bundle ID. For example, net.justwritecode is the reverse domain name for my domain, justwritecode.net. When the Organization Identifier of net.justwritecode is combined with the Product Name of gloopdrop, the Bundle ID becomes net.justwritecode.gloopdrop.

You’ll be using Swift and SpriteKit for this project, so set the Language to Swift and the Game Technology to SpriteKit.

Although you won’t be using the GameplayKit framework too much with this project, you’ll still need access to some of its APIs, so enable the option to Integrate GameplayKit.

Finally, disable both the Include Unit Tests and Include UI Tests options since you won’t be using either one with this project.

When you’re done entering all of the information, click Next.

When prompted, select a location to save your project, and verify that the Create Git repository on my Mac option is not enabled as shown in the following image:

images/CreatingScenesWithSpritesAndNodes/spritekit-project-create-callouts.png

Once you confirm all of the information, click Create.

At this point, your new SpriteKit project is set up and ready for you to explore as shown in the image that follows.

images/CreatingScenesWithSpritesAndNodes/spritekit-project.png
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