I've done a bit of research (about a friggin hours worth) and have come up relatively empty on how these tower defense games are created. Generally speaking I figure if I learn how certain situations are handled in TD games, I can gain a good insight into other forms of android games. I have a few general questions I hope you smart folks could give me some insight on, or at least point me to somewhere I can get some information.
How is pathing handled? The only assumption I can make is the actual path is drawn as a background image, the enemies are drawn as regular images (maybe repainting at a fast rate to create animation?) and the points at which they turn are just coordinates on the screen... I'm sure it has to be more complicated than that...
Considering my assumption was somewhere in the ballpark for #1, how is targeting handled? How is shooting animation handled - i.e. does a tower firing an arrow actually create an arrow entity that travels to a predetermined destination and, once there, inflict damage or miss, or is the arrow simply an animation and hit/miss/damage is predetermined at some point?
Those are probably stupid questions given how vague and... inarticulate they are, but I'm not sure how to phrase the question to get the answer I'm looking for. Basically: When I am creating a Tower Defense style game, Am I creating a virtual world with individual entities that affect each other in real-time, or am I creating a pseudo world, simply a stage for background events? Whats the first step in learning the concepts I can use to create such an environment?
I'm sure there are some frameworks or libraries out there that already include a bunch of pre-built stuff to handle this kindof stuff, but using someone else's pre-fab game wouldn't exactly be a solid learning experience for me. That would teach me how to use what's there, I wanna learn why its there, where it is and figure the how out on my own.