Re: Wolf's Dungeon
Pretty much. Fighter Maker does a lot of things for you, to the point that you can make a basic game by just drawing animations and giving them properties.
Taking collision detection for example
Fighter Maker:
- Define the shapes of collision boxes.
- Specify animation(s) that should be triggered upon collision.
- Engine handles the rest.
Generic Engine:
- Define the shapes of collision boxes.
- Depending on the type of object, write code that adds it to a globally accessible list so other objects know that it exists to collide with, and also to remove it from these lists when said object no longer exists.
- Define which objects should collide with each other, and which specific hitboxes should be used for their interaction.
- Specify which animation(s) should be triggered upon collision.
- Write code for an object to scan the object list(s) for the things that it should collide with, evaluate the collisions, and apply the appropriate results.
- It may also be necessary to write extra code to define what should happen if an object collides with multiple things simultaneously, or if two objects collide with each other in multiple ways, like if two characters hit each other simultaneously. This gets complicated fast; you can't immediately apply the collision results, but instead have to collate the results of all collisions, optionally process these results to find and process collisions that interfere with each other, and only then do you apply the results.
This is the price you pay for flexibility. There are way too many things that are impossible to do with Fighter Maker.
(p.s. there's actually a huge bug in Mortal Kombat 9 where they *didn't* follow everything that last step. When both players hit each other at the same time Player 1 always wins the trade, giving them an unfair advantage)