Yeah, yeah, long time no type. Got caught up with that twitter stuff, which makes it unbelievably easy to be cryptic. There's no room for parentheses or excess verbiage inside of the 160 character limit of an SMS message.
But this isn't about twitter, it's about XNA, so let's to it.
Basically have started working on a project "seriously". The alleged goal is to end up producing a game, but in reality I'm using it as a chance to apply what I've learned so far and to see how to emulate some features from other games that I might like. The upside to XNA is that it makes developing and dealing with a 3D world hellah easy from a software architecture standpoint. The downside is... the devil's always in the details.
One challenge I find myself facing is what the best way to handle something like the pulldown console in Quake3. There are a few people who have appeared to have created their own XNA classes to handle this, but they just doesn't feel Right(tm) to me, and I'll probably end up writing my own. As I've said in the past, one of the pitfalls of OO programming is that the whole "code reusability" thing doesn't apply because you find as your code develops and evolves that you didn't really understand your objects in the first place and didn't see what was going to be required.
And all that is a long way to say that, despite the awesome shortcuts XNA provides, at the end of the day you're still going to be writing your own windowing systems for the environment.
Which is what I was trying to escape from by getting into game programming to starty with. \o/