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Fighting Game Engine Pre-Bloat

As we head into the wire-framing section for the game there are some areas of the data structure that I feel are a little bit bloated and kind of sloppy.  I am happy with 99% of the structure but there are still some things that I keep thinking about that I would love to add and re-organize.

One of the things that I would love to build out to be more powerful is the animation system.  Currently it is just a list of images and you cycle through them like a flip book.  But it would be much more powerful to be able to have multiple images with their own positions stored as frames.  We could even expand it out to trigger logic if we really wanted to but that is like feature creep on top of feature creep.  Changing the animation to work in this manner would not be very hard.  The part that I am mulling over right now is if I want to break the idea of splitting this up to multiple objects.  So one object that can use flip book animation and the other could use complex animation.  I can think of cases for both so I'm going to put off doing anything about it just yet.

There are also a few areas of the structure that I feel might be redundant but I am not fully sure yet.  I have a feeling that the only way I am going to get past any of these ideas and come to a conclusion is to move forward on the game.  All of the pieces to complete a complete a games wire-frame are in so  for now I will limit engine feature integration to just being notes to go over in couple of weeks after the wire-frame is in.

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