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Here's what should weighweigh in on your decision:

XML:

  • (+) You already havealready have the system implemented - no additional workwork required
  • (+) Easy to modmod the game for people with minimal technical skillsminimal technical skills
  • (–) Wasteful with space

SQLite:

  • (+) Faster (although it may not matter)
  • (+) Uses less space (may not matter)
  • You could write a modding UI, or even make it part of the gamepart of the game
  • (+) If you do, would be a great featuregreat feature but (–) It would require some effort - a limited resource.considerable work
  • (–) If you don't you make modding inaccessiblemake modding inaccessible to almost everyone
  • (–) You have to actually write it and make it work, and comb through it for bugs (although in my experience with SQLite it's not a big pain, and as with everything, if you've worked with it before you'll anticipate the bugs you've made before).

Final thought:Final thought: In my experience with data SQLite makes devs happydevs happy and users whousers slightly defeated if they are curious enough to actually wonder (Wherewhere is the data stored) think it's inaccessible to them (stored in the cloud, in an encrypted file, etc etc) and go, "meh, whetever". When all is said and done, I've been much happier with SQLite and other DBs for data, and if your data was in some kind of ugly CSV file or something, I would advise you to go to SQLite, not XML. The main problem for youThe main dilemma for you, is that with XML you're donedone with that part of the game. With SQLite, you need to put in workwork. LeaveI'd say leave it until everything else is at least working, so you have a full prototype. Then you can try to sell/spread your game and roll SQLite in a patchin a patch.

Here's what should weigh in on your decision:

XML:

  • (+) You already have the system implemented - no additional work required
  • (+) Easy to mod the game for people with minimal technical skills
  • (–) Wasteful with space

SQLite:

  • (+) Faster (although it may not matter)
  • (+) Uses less space (may not matter)
  • You could write a modding UI, or even make it part of the game
  • (+) If you do, would be a great feature but (–) It would require some effort - a limited resource.
  • (–) If you don't you make modding inaccessible to almost everyone
  • (–) You have to actually write it and make it work, and comb through it for bugs (although in my experience with SQLite it's not a big pain, and as with everything, if you've worked with it before you'll anticipate the bugs you've made before).

Final thought: In my experience with data SQLite makes devs happy and users who actually wonder (Where is the data stored) think it's inaccessible to them (stored in the cloud, in an encrypted file, etc etc). When all is said and done, I've been much happier with SQLite and other DBs for data, and if your data was in some kind of ugly CSV file or something, I would advise you to go to SQLite, not XML. The main problem for you, is that with XML you're done with that part of the game. With SQLite, you need to put in work. Leave it until everything else is at least working, so you have a full prototype. Then you can try to sell/spread your game and roll SQLite in a patch.

Here's what should weigh in on your decision:

XML:

  • (+) You already have the system implemented - no additional work required
  • (+) Easy to mod the game for people with minimal technical skills
  • (–) Wasteful with space

SQLite:

  • (+) Faster (although it may not matter)
  • (+) Uses less space (may not matter)
  • You could write a modding UI, or even make it part of the game
  • (+) If you do, would be a great feature but (–) It would require considerable work
  • (–) If you don't you make modding inaccessible to almost everyone
  • (–) You have to actually write it and make it work, and comb through it for bugs (although in my experience with SQLite it's not a big pain, and as with everything, if you've worked with it before you'll anticipate the bugs you've made before).

Final thought: In my experience with data SQLite makes devs happy and users slightly defeated if they are curious enough to actually wonder (where is the data stored) think it's inaccessible to them (stored in the cloud, in an encrypted file, etc etc) and go, "meh, whetever". When all is said and done, I've been much happier with SQLite and other DBs for data, and if your data was in some kind of ugly CSV file or something, I would advise you to go to SQLite, not XML. The main dilemma for you, is that with XML you're done with that part of the game. With SQLite, you need to put in work. I'd say leave it until everything else is at least working, so you have a full prototype. Then you can try to sell/spread your game and roll SQLite in a patch.

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Here's what should weigh in on your decision:

XML:

  • (+) You already have the system implemented - no additional work required
  • (+) Easy to mod the game for people with minimal technical skills
  • (–) Wasteful with space

SQLite:

  • (+) Faster (although it may not matter)
  • (+) Uses less space (may not matter)
  • You could write a modding UI, or even make it part of the game
  • (+) If you do, would be a great feature but (–) It would require some effort - a limited resource.
  • (–) If you don't you make modding inaccessible to almost everyone
  • (–) You have to actually write it and make it work, and comb through it for bugs (although in my experience with SQLite it's not a big pain, and as with everything, if you've worked with it before you'll anticipate the bugs you've made before).

Final thought: In my experience with data SQLite makes devs happy and users who actually wonder (Where is the data stored) think it's inaccessible to them (stored in the cloud, in an encrypted file, etc etc). When all is said and done, I've been much happier with SQLite and other DBs for data, and if your data was in some kind of ugly CSV file or something, I would advise you to go to SQLite, not XML. The main problem for you, is that with XML you're done with that part of the game. With SQLite, you need to put in work. Leave it until everything else is at least working, so you have a full prototype. Then you can try to sell/spread your game and roll SQLite in a patch.