Doesn't it make more sense to just integrate your improvements with SGDK2? It is open source after all.
Or, better still, why wouldn't I use something else that already offers all I need? As I mentioned I have lots of time, and I'm going to be making an XBOX game at some point. Also, this is my favorite community and SGDK is great software to write 2D games with. I'm simply offering us a chance to make some XBOX games - is all.
Also, this is more of a rewrite than an integration. I'm going to be starting with a blank project and I'll unfortunately only be able to bring in a few bits of the original code here and there. (Ahhh, there should be a fair about I can re-use, but I think it's still classed as a rewrite!)
Or is your idea so vastly different from SGDK2 that it needs seperation?
I think the fact that it's XNA automatically puts it in a class of its own, but, also I think the tileless map editor gives it separation too.
What exactly are you going to do with SGDK-X?
Well here's quick look at my wishlist:
1)I'm gonna rewrite SGDK to make use of XNA instead of OpenGL.
2)Change the map editor from tiled to tile-less.
3)Add an in-game graphical user interface.
4)Add a physics engine for collision and fun.
5)Bring in Boo scripting to assist with games that have a large story line - as well as other things like GUI events and such.
6)Add some form of multi player networking
7)Add support for 3D models.
*This is only a early wish list. Things'll certainly change!
#7 is neat I think. Once the fog clears from my mind I'll know more. But right now I'm thinking I could add a place in the IDE where we could load in a 3D model and kinda zoom it and rotate it, set up some lights, and then take a "picture" of it and use in our 2D levels. ...But I don't know, I'm still wrestling with this one!