Using Dark GDK.NET and C# has an advantage in that you have access to a number of XML commands natively, there’s a number of XML tutorials out there and it’s fairly easy to implement into Dark GDK.NET. I have my own parsers coded into my game project meant for parsing particular XML setups. Now, how would I use XML in a game project? On one hand I could have an abilities list and the other I could have all my level data stored into an XML database. The other bonus is that you can create open, modify and save XML documents in Microsoft Excel, which makes data entry a lot easier. I’ll demonstrate how this could work in relation to a game project.
I code a basic XML Template in Notepad++ (or C#)
Just have a few items to start with, at least 2 is enough, it just means Excel will automatically import it as a table for you.
Then we can import it as an XML into Excel, it’ll automatically create a schema for you as well.
Then you can just add more and more data and with ease. You can then export it.
It also works with slightly more complicated XML files, for example:
On the table it looks a little more confusing, but with the XML Source pane open you can select any directories within the XML Map. For example the ‘X’, ‘Y’ and ‘Z’ selected show up as the camera position. For something like my game, Abeyance, this works. However, this system is fairly limited, but it is a means of working a database into your game project, so it may not be the ideal method for setting up levels, but it’s certainly handy for a lot of other data. But as Abeyance scenes are small and aren’t very complex, this actually works.
Alternatively, if you have MS Access, you can create a table there and then export to .XML:
Then have your parser read the file generated by Access.
You could take Access to the next stage and actually create forms for adding your data.
And you’ll still be able to export the table as an XML file. This means XML databases for your games needn’t be such a drag.