- Create
                the graphics.
                Almost everything in GameDev is directly or
                indirectly dependent on graphics. These graphics
                are called Tilesets. GameDev stores images of all
                the tiles in memory (or in files) and loads them
                into display memory when the map editor or game
                player is invoked. Tilesets are used for map
                tiles and sprite graphics alike.
 
         
         | 
          | 
    
    
        
            - Define
                tile matching properties. Using tile matching, the creation
                of a professional looking map can proceed very
                quickly. Tile matching, when properly defined,
                will automatically match a 2-by-2 square of tiles
                to the surrounding map. This allows you to draw
                cohesive structures without constantly having to
                change the tile currently being drawn.
 
         
         | 
          | 
    
    
        
            - Create a
                map. Maps can
                have multiple layers in the Scrolling Game
                Development Kit. Layers can scroll at different
                rates. Maps are central to the game. They contain
                all the paths and sprites and special functions.
                The map editor has the ability to generate random
                mazes built into it, which will help to generate
                an interesting map very quickly.
 
         
         | 
          | 
    
    
        
            - Define
                tile categories and solidity. Tiles can be grouped into
                categories. These categories are useful for
                determining which tiles are solid and what their
                shapes are like. This allows the player and other
                sprites to interact with the shape of the map. A
                solidity definition can consist of slanted and
                square tiles. These solidity definitions are then
                associated with sprites which use it to interact
                with the map in a way appropriate to the
                particular sprite.
 
         
         | 
          | 
    
    
        
            - Define
                some paths and sprites. Paths are defined in the map
                editor. They can then be linked to sprite
                definitions. There are various ways that sprites
                can move and interact with other sprites and the
                map. Even though every sprite is associated with
                a path, not every sprite needs to follow the path
                associated with it. Even the main player sprite
                has a path, just to determine the starting
                position.
 
         
         | 
          | 
    
    
        
            - Set up
                player information and inventory. The player is a special sprite
                designated by the game developer to exhibit some
                extra features. The player detemines where the
                map scrolls. The player is also the only sprite
                for which GameDev handles inventory and complex
                map interaction. Complex interactions include
                information about which tiles grant and use
                inventory items.
 
         
         | 
          | 
    
    
        
            - Add
                special functions.
                Special functions are created in the map editor
                and the effect defined in the Edit
                Maps Dialog.
                Special functions allow the developer to define
                some very specific events that can occur while
                playing the game. These functions include
                teleporting the player, creating sprites,
                displaying messages or images, altering the map,
                and deleting sprites to mention a few.
 
         
         | 
          | 
    
    
        
            - Add
                multimedia content. Each map can define its own
                background music which can be changed by special
                functions. Special functions can also play their
                own media file in response to an event. Video
                clips are also supported. As of version 1.2,
                media clips can be associated with sprite
                collisions and tile interactions too. The Media
                Manager in GameDev smoothly fades between
                changing media, automatically fading out audio
                when appropriate.
 
         
         | 
          | 
    
    
        
            - Add
                script. Script
                can be used to control aspects of the game that
                can't be controlled through existing means.
                Scripts have full access to the object hierarchy
                of the project, and other aspects of the gaming
                engine. Events raised by objects can also be
                trapped and responded to by script code.
                Scripting can be used for very specific control
                of various aspects of a game.
 
         
         | 
          |