I'm venturing into Mobile/Tablet based development coming from the world of Web Applications.
I want to write a game similar to 1942/43 video game from the 80's:
...similar in the sense that I have a plane/spaceship that flies vertically "up" the screen and stuff comes down to attack it (otherwise nothing that would violate copyright).
I'm familiar with collision detection, sprites, object pooling, etc. but what I'm spinning my wheels on is how to layout all the code for this game. e.g. it doesn't fit my normal MVC pattern, I don't have a DB, and the user input will likely be limited to touch based movement around the screen with "auto-fire" on all the time.
What I'm blanking out on is how to do all the "levels" and sequence "waves" of attackers within a level.
Should I just have a "level" file for each level, that queue's up attack waves? if so, based on time? based on some event? based on a position passed by the player?
<level id="1"> <event timeoffset="500" type="attack" name="vConfiguration" position="50"/> <event timeoffset="1250" type="attack" name="jConfiguration" position="75"/> <event timeoffset="1300" type="bonus" name="quadGunUpgrade" position="10"/> ... </level>
Part of me thinks this would be really easy to setup levels this way, then read in the file to queue up the events for the attacks/bonus/? to occur (where each named "attack" is a bit of configured code to position "N" enemies and start their flight sequences)
The other part of me thinks - whoa! before you even dream of implementing this - determine how others would approach it - no need to re-invent the wheel or create a monster.