@Warspawn Yeah, the XML serialization is pretty straight-forward. I’m pretty happy with the setup, dunno if that came across in the cast. The XML files aren’t just plain text readable to players, though. Unity has a way of packaging them (encrypting? not sure) along with the other bundled assets.
I might have to break down and use Unity’s in editor editing at some point. I took an initial look at it seemed like more effort than it should be, which was sort of a turn-off.
@bmceldowney Good points, I can’t really disagree save for the scenario where players can potentially earn public Steam achievements by modifying their save games. However, that’s possible with binary serialization, too; it just takes more effort.
In a perfect world, I’d probably choose JSON over XML, but in this case the C#/XML flow is so clean and doesn’t rely any external code.
Writing your own engine at this point seems like a fool’s errand.
Or if you hate that your only open source options are created in Java and you’re stuck using a bloated IDE whose EULA says they can use you in advertisements, leaving you to have to learn C and watch what other open source projects are doing…
wait, sorry, I’m talking about PHP IDE’s and PhpStorm.