ABSTRACT

In addition to the level data living outside the fi nal game SWF, it’s a good idea with a game like this to externalize as many assets as possible. As such, we’ll look at maintaining separate SWF fi les for the different art assets used in the game. Each level XML fi le will include the asset SWFs it uses, and the engine will handle loading those fi les prior to assembling the level. Keeping these assets in separate SWFs also allows for other developers or artists to work on different aspects of the game without stepping on each other’s toes. When we get to the code behind the engine, we’ll defi ne the rules that asset fi les must follow in order to work properly with the engine.