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IGF 08 Interviews Part 1
by Drew Sikora
Battleships Forever
 Who are you and how are you involved with Battleships Forever?
 What sparked your game development flame?
 What set you on the indie path?
 In this day and age, how would you define an independent game developer?
 Every year the difficulty bar lowers on making small games. How do you view the landscape of game development when everyone can make a game?
 What’s one thing you value most about this industry as opposed to other forms of entertainment?
 What made you decide to enter Battleships Forever into the IGF?
 Where and when did the concept for Battleships Forever originate?
 Over the course of development, what was Battleship Forever's most serious issue and how was it resolved?
 What’s one thing you did wrong that you feel could have been avoided?
 How did you design the game to allow custom units but still maintain proper balance?
 What was the most difficult part of implementing specific areas of damage on ships?
 What’s something you do as a team that helps you to remain focused and productive?
 How long was Battleships Forever in development? How much development time remains?
 What was used to make the game and what tools aided in development?
 Did you try anything besides Game Maker in the past? What made you settle on Game Maker?
 Is there anything about Battleships Forever that you would like to reveal to other developers?
 What's the main thing you think makes your game fun?
 Did you attend Games Convention Asia? If so what were your thoughts? If not was it for some reason other than cost?
 Is Singapore part of the MMO craze that defines Asian game culture these days? Would you ever want to work on an MMO? Why or why not?
 What’s next for you?
Clean Asia!
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