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Panya Inversin answers questions about the development of the game "Max Blastronaut" which came second place in this year's Dream Build Play competition.How many people in your team and what role did they play in the development of your game?
Describe your game to someone who hasn't played it before?
What inspired the idea behind your game?
What type of game development team would you class yourself as?
How long have you been programming?
How do you feel about being one of the top games in the Dream Build Play 2009 competition?
What does Dream Build Play mean to you, personally, as a development team?
Have you ever entered Dream Build Play before?
What encouraged you to enter this year?
What do you feel that participating in Dream Build Play provides for the game development community?
Did you design the game up front, or did you let the game idea evolve during development?
What was the most interesting/fun part of the process?
And the least interesting/fun part?
Did you have enough time to complete your entry?
If you were writing your game again, what would you do differently next time?
And what would you do the same way?
Have you ever used the XNA Framework before?
How did you learn to use the XNA Framework?
When developing your game did you use any third party components?
Would you consider making any of your code/libraries available on sites such as CodePlex for other XNA developers to use?
What did you feel, if anything, XNA Game Studio enabled you to do well when working on your game?
Did you have any challenges to overcome whilst using the XNA Framework?
Which XNA Framework version did you end up targeting (3.0 or 3.1?)
If you were to offer some advice to other game developers, what would you say to them?
Will you use XNA Game Studio to make another game?
Would you enter another Dream Build Play competition?
Now that you've got a completed game, what are you planning to do next?
Would you create any further games for the Indie Game portal?