That is the answer I was looking for Blizzard. Thank you!
Knowing that def initialize is called when I create a new class will be a much more logical way for me to remember its purpose than simply saying it's used to define the characteristics of a class (even though that's what it's for).
@Ryexander:
This conversation between Blizzard and me was a perfect example of that gap we talked about. I understood that "def initialize" held the base characteristics of a new class by looking at default code, but now knowing that it absolutely needs to be called and defined and when I need to do that helped me cross that gap of application. Now I know how and when to apply that syntax. If that's the case with 'def initialize' ...
@Scripters:
Then the same goes for 'def main' right? If you create a new class then "def main" NEEDS to be defined somewhere after def initialize, right? Because 'def initialize' sets up the new class, but something has to tell those properties what to do? That is what 'def main' is for, right? Well...maybe "def main" doesn't technically tell that class what to do, but it tells all the attributes defined in the new class' 'def initialize' method how to properly process the way you want without failing, right!? That's the purpose of 'def main'?
Then, you take it one step further by creating a new scene.
Calling new scenes is how you actually tell that new class what to do, right appear on screen?
Edit:
@Ryexander:
yea. I really do believe I'm understanding this a bit now. This order...it will always be the same for all new classes and scenes, etc...? Like, it doesn't matter if I'm making a time and climate system that doesn't use graphical enhancements as opposed to a CMS. The process of writing the code needs to be the same, right?