First off, thank you so much for making this game. It totally sated my craving for a polished, dun dungeon crawler in ways that I wasn't expecting. I liked the length, because that means it didn't totally consume me
As a fellow game (and tools!) developer, I was intrigued by the way you constructed your interface for TorchED. Specifically, the way you embedded the Torchlight engine into the GUI. It looks like the interface was constructed in C#, but obviously the editor itself utilizes all of the components present in the main game engine, as you can jump in and out of a level while you're editing it. I've had a few thoughts about how to accomplish this, and I was wondering if you'd be willing to share a high-level overview of the technologies you used?
Did you just (I say 'just' like it's a trivial task ) write a managed wrapper around the core Torchlight engine and expose the necessary functions to the C# app? Do you have any tips for someone considering a similar approach? The toolset I'm currently working on has a custom GUI that's built in Lua, which is handy for implementing complex functionality under the hood, but a right pain in the arse when it comes to designing the GUI.