Also, I was frustrated by my efforts to get cross-platform save data working due to my failure to convince the XBox to ignore certain items during serialization. Eventually I would up creating a stripped-down version of my property object for saved data.
So once that was over with, I decided it was time to add some Parallax backgrounds, and what I stumbled on to was the whole issue of the draw order.
The current solution is not as elegant as I'd like. There's pass that traverses the actor hierarchy and demands that everyone line up their renderables into one of several different rendering layers, then the actual draw calls are made after that.
This will probably need serious optimization later since the whole "everybody, get in here" happens every frame. However, for now, it does allow different tiles in the room tileset to be drawn on different layers, while still respecting the actor hierarchy for things on the same layer.
Also present today, doors! The blue spaceship that isn't a parallax object is a door that the player activates with a button press, taking them to another 'door' in another 'room'.
In this case, we have gear that modifies the player's physics when equipped, allowing him to jump higher.
These test boots also caused me to realize that I had completely forgotten to cause children to render and detect collision relative to their parent. I quickly added that in, so now the hero's boots will remain with him.