Code Break!
by shinali
I was taking a break from coding, but I want to hop back in with my Bastion projects. By now the flurry of updates from Supergiant Games to Bastion should have slowed so I'll be taking the latest assembly and extracting a new code base from it. Once I get it to build (hopefully I'll figure out the z-fighting issue again), I'll do some bit of code review and documentation, then hop back on to po...
I was taking a break from coding, but I want to hop back in with my Bastion projects. By now the flurry of updates from Supergiant Games to Bastion should have slowed so I'll be taking the latest assembly and extracting a new code base from it. Once I get it to build (hopefully I'll figure out the z-fighting issue again), I'll do some bit of code review and documentation, then hop back on to porting it to Mac/Linux. Afterwards I hope to look into the map data format and write some documentation/tools for it.
What I want to do is write up some mod support within the game, like adding new enemy behaviors and such. This way I can try to allow other people to write more detailed mods than just messing with the XML files. I'm not sure how it'll work out, though, as it would require me to restructure the code drastically. The very least I want to do is create some sort of roguelike out of Bastion because seriously that'd be fucking neat.
MonoGame seemed to come out with version 2.0, which includes some support for the XNA Effect classes using GLSL shaders. I've decided awhile back to rewrite the DirectX fx shaders to GLSL anyways, so hopefully I'll be able to see some tangible progress faster... if Skyrim would allow me, that is.