Well, for now until I get better acquainted with the project and while you’re still mulling over some of the fundamentals, I’ll work on some of the more generalised aspects of networking the project, and have a play with creating an GUI that can auto patch, load in other modules and connect to the network, browse a bestiary etc.
I think we will have to create two lightweight GUI ‘clients’ one for windows and one for the X-box due to the differing requirements of the UI and features we could actually use, including differing approaches to networking, aka X-box Live (unless you’re a large company and can get on MS’s good side), everything behind these lightweight UI’s would remain the same. For now we would just work on the Windows client and forget about the X-box, when we have something up and running, we can think about how an X-box version would work. Just keep everything in managed code.
I am still debating whether or not to create a custom XNA GUI or use ‘winforms’ with a handle for XNA, unfortunately doing so actually requires scraping a part of the XNA code base (the ’Game’ class) and requires you to write your own Graphics Device implementation.
Of course if you ever wanted to get this running on an X-box in any shape or form you have no choice but to write your own basic GUI anyway (There are number of GUI libraries out there though).
And on the subject of GUI’s I thought It would be cool to have separate mini environments with their own settings accessible from the main UI you could use as ‘holding cells’ So when you feel like playing god in a evo sim you can drag and drop some bots in to a ‘refugium’ to feed them up or get them to mate, or a ‘ring’ to have one-on-one fights.