Been doing some work under the hood optimising the hexagonal composition engine managed to more than quadruple the efficiency of rendering through various tricks and triangle magic and can still see plenty of room for improvement.
PSM/XNA/MonoGame don’t have good alignment Re: DrawUserIndexedPrimitives vs VertexBuffer but I seem to have coded a good compromise for now. MonoGame support is still a but patchy for PSVita but I have some patches of my own on the way.
I revamped the integration with PSVita, Xbox360, Touch Mouse and keyboard. Getting ready for some of the editing features with a hexagon selection/navigation for the main Hexagonal UI Mesh. I have a nice snappy vectoring navigation system that allows fast traversal of selections, it *feels* nice. It could still do with some tuning but works great with thumbsticks, Dpad and keyboard.
Work on fonts and text layouts for the tutorial and and interactive fiction aspect of the engine.
Also background images for the tutorial and and interactive fiction aspect of the engine and probably for general use.
Nice to see it on the Vita too..
Next steps for the tutorial and and interactive fiction aspect is a Mass Effect style choice menu for the tutorial engine.
More work on intelligent Console hinting, hinting and auto-completion.
Dynamic Textures
Animated Textures
Compositional Textures