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.)



11:25 pm, Tuesday 25 January 2011

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

12:41 am, Wednesday 26 January 2011

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

10:08 am, Monday 21 February 2011

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

10:10 pm, Monday 21 February 2011

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.