So I have been reading quite a bit about this on the forum, but nothing that could fully satisfy what information I am looking for.
I am nearing the stage where I need to start being able to create levels 'quickly' and store all there data some way or another.
For loading levels I had these properties in-mind -
The background would be loaded in 'segments' (480 x 320/960 x 640 Sprites), the segments would be loaded based on their type when passed with the rest of the level data into an actual GameScene. (So a segment of type 2 might be a grassy terrain segment, 3 and 4 might be different variations of this grass segment style, then 6, 7, 8 might be desert formations, textures would be loaded accordingly in the actual game scene)
The objects that there are to interact with. Again, each 'type of object' would have a specific 'ID', just an integer to track what type of object it is. Then I would also need a position for each object. Each object that is loaded when the gamescene is running (loaded based on distance from the player, e.g. when it is within winSize.width*2 it will identify the type, insert it at a position, and add the created object to a collision testing array for the player)
This seems too straightforward to me.
Have a LevelData Class that stores all the data for each level.
Each level would be a custom data structure that had an array of terrain segment ID's, and an array of data structures of objects (ID and position).
In gamescene it would identify what the objects are from the array, and their positions, generate them, and voila.
I've read a lot about storing this sort of data in .plists and such, but, WHY? What is wrong with this approach, is there something I have missed?