FIRST THING!
How are other people managing state. This is what I consider state to be for more games.
Score
Progress in Game
Achieves
HATS
Has anyone tried tackling this? I think my crazy large solution will be to create a Azure web service, and have it store a app GUID and a small amount of meta data per user. No login or pass so your data is only as secure as how much you give out your guid. I think with some JSON behind the scene you can just write data to an array/dictionary as the game goes on, and then you can save it to the web service when online. Or save it to a file on dropbox maybe.
SECOND ITEM!
I have seen a couple of threads on object collections before, but I wanted to touch on them again.
One thing that was always helpful when I would build games in XNA was the fact you can use classes to represent objects. You could easily group objects together to form complex ones.
One example is a boss spaceship. It has many moving parts on it, all with different behavior and sprites. Like turrets, bullets, parts of the boss that move etc.
This is more of a feature request than anything: I'd like some way to organize an object and attach it to other objects (not pinning). So if I have a boss enemy called Boss1 and I have a bunch of turrets attached to it, I would like to call them like this Boss1.Turrets[0].Angle or something along those lines. Basically the attached objects become part of the parent object allowing you to make complicated objects. Is there a way to do this already?