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gamedev 

I'm starting to realize how fucking tedious it is to implement levels among other things manually. Maybe I should just use an actual engine like Godot.

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gamedev 

But if I do switch, then I have to relearn everything even if it would be much easier. The only reason why I didn't use an existing engine in the first place, was because I wanted to feel special.

But whatever, MonoGame is decent enough and I still think I can handle the shortcomings of using a framework over a full engine.

re: gamedev 

@Binkle I use the MonoGame framework. My level format is just basically an XML file. I have a tilemap and then a list of objects. I have to manually write the XML files because I'm too lazy to make a level editor.

re: gamedev 

@Binkle Placing tiles isn't that bad because you have some visual representation, but placing objects is a bitch since you have no visual representation of the non-tile objects.

For my next project, I'm considering creating my own (non-XML) format because I fucking hate DOM.

re: gamedev 

@xianc78 yeah that's true I can imagine that probably sucks

You may consider looking into csd files (very easy to parse, one line per object, etc). I find them useful for quick configuration-related stuff

gamedev 

@xianc78 by levels do you mean like maps? Or character experience degrees?

gamedev 

@xianc78 also don't do an engine unless you know what you're doing. Every game written in the same engine has a samey "feel" no matter what

gamedev 

@NEETzsche Which is partly why I avoid using them. Frameworks like Pygame, MonoGame, and Love2D are good enough if you are just doing 2D stuff. If I was doing 3D, I would probably use an engine.

re: gamedev 

@Binkle @NEETzsche Haven't heard of it until just now. It seems interesting.

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