As Requested
Ok, it’s my fault for having some unclear communication when people were seeking clarity. My bad.
In my last post I put up a table of ExEn Features on Silverlight. I thought it was rather good. It made it very clear exactly what I had implemented and what SilverSprite hadn’t. As well as making it clear what was removed in ExEn.
I had also left myself some wiggle room by listing features that I “maybe” implementing (big mistake), which I soon changed to features I would be implementing “as requested” (slight improvement).
The reason for this is that I don’t have time to guarantee implementing so many rarely-used features, particularly if no one is going to be using them. But at the same time I do not want to say that I won’t implement them.
But this is too vague, I agree. So here is exactly how it will work:
If you have immediate pre-release access to ExEn (contribute more than $100), and you send me a polite email during development and explain how your game uses a particular “as requested” feature, I will implement that feature for you. In return, your assistance by testing it in your game is appreciated.
For the later pre-release access ($50 or more) I will do my best to implement your requests as time permits.
Outside of development, if you have ExEn Support (contribute more than $200), I will implement a feature from that list as one of your support issues, any time during your year of support.
I may also implement these features if I just happen to feel like it, or I get a lot of feedback from a wide section of the community.
You can consider this a more specific version of “feedback about the development direction” that I mentioned in the ExEn proposal video. (Although that is certainly not limited to only these features!)
The big, expensive “Feature Request” contribution ($2000) will get you a much bigger feature than any of these, including anything marked as “No”.
Of course I have not done up the feature table for iOS yet (and I may not, these tables are a lot of work!), so there are no features for iOS explicitly listed as “as requested”. But the same general principal applies.
I hope I have cleared that up.
~
(Additionally: I have updated the Silverlight table to indicate a few features that are available in ExEn on iOS, even though they are not available, and generally marked “as requested”, on Silverlight.)
Comments
Joseph
Hey Andrew,
This is a great project and I plan on sponsoring soon, but I just a had a question. For the iPhone, any XNA project would need to go through MonoTouch, correct? I’m not all that familiar with Android development, but would a similar step needed for that platform as well? Thanks man and keep up the good work!
Andrew Russell
Hi Joseph,
Yes, iPhone projects require MonoTouch to provide the .NET Framework. Similarly Android will require MonoDroid which is currently in open beta, see: http://monodroid.net/
Thanks 🙂
Solid Snake
Hi Andrew, great initiative.
As this project seems to be a fork of several existing open source projects, I’m happy to sponsor the project if I know that the efforts you put into improving SilverSprite, XnaTouch etc are folded back into the open source community, so that people who can’t afford your engine/framework still benefits from the shoulders you have stood upon.
Is this likely to happen or will you keep it closed source?
Andrew Russell
During the initial 3 month development period, ExEn will be closed source, with early access available to contributors of $50/$100 or more. This gives me an easy way to provide value to people who contribute.
After those three months, ExEn will be made open source and available to everyone.