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.
Hm. Never fret!
Looking back at that post:
1. XNA Developers are mainly using Monogame to get their projects on other platforms, because it uses OpenGL, with familiar XNA syntax (I don't think you need to do much but just rebuild it with Monogame!)
2. Done (This was no easy task, it involved warping offset values for layers as well as edits to LayerBase.cs)
By the way, I still don't understand how to make custom tile shapes3. Done (Legacy of Kain Revival has a pretty good one

)
4. Done with Physics.Net or Math.Iridium
5. Done with text files formatted properly
6. Done with Lidgren.Network
7. Done with Meshomatic.dll with OpenTK (Can load models of .md2 and .3ds, as well as DirectX formats, only downside is that it's only the model, you may only choose one texture, and it's painfully slow with Immediate Mode)
I think SGDK2 XNA (For what it was going to be) is already done!
Well, for what it was going to be, from that post.
