But hang on, what's SLAY2 exactly? Naturally it is the successor to SLAY – Sledge's Lua-enhanced Adventure Thingy – and the intention is for it to be the core tech upon which InTo Games' future interactive fiction projects are built. SLAY2 isn't going to be an engine in the same sense that SLAY was, though. Rather than script games in Lua they will be written in Monkey and compiled directly into the application proper. There are obviously contexts where external game scripts make a great deal of sense, but a sand-boxed mobile application with no requirement for in-app purchases, written with a cross-platform framework really isn't one of them. This WILL mean redefining the acronym, however :D
Rather than wait for Playniax to show up and maybe offer some useful GUI support, I started poking around at ChallengerGUI which, it turns out, is kind of on the cusp of greatness. I still wound up writing some text layout code because I think that's an area where ChallengerGUI and its third-party font engine are destined to stare expectantly at each other for ever more, each thinking it's the other's job. Or maybe I just missed the API calls for text-wrapping? Anyway it wasn't too painful and didn't distract from other areas for very long at all. Anyone with an interest can check out the work-in-progress here. Until next time!