Interview With Pixel and Texel

We saw in one of your dev blog entries that you were shooting for the 20MB limit on app size, an increasingly common goal among iOS developers. Will the final version of Fara make it?

Right now, we’ll be right above that limit. We may try and squeeze under 20 MBs in a patch, but we decided to focus on polishing the game rather than shrinking the file size.
 
On the subject of technical accomplishments, how did you guys pull off the seamless world, with the room-to-room panning? Are the overworld, town, and dungeons all single images?

The game world background (which will be available as a poster when the game ships) is one, huge painting. Basically, our game engine pans around, swapping in and out the textures we need on the fly. This creates that seamless experience.

And finally, the all-important question: if you were going to be dropped off on a deserted island with a battery-powered coffee maker and one brand of coffee, which brand would you take?

Haha, great question! We’re pretty divided here on questions like that, but I’d have to say Chock Full of Nuts Original Blend. It’s a great everyday sort of coffee that’s also super affordable.

Our thanks goes to Andrew Strickland of Pixel and Texel for taking the time out to answer our questions while he and Brett Estabrook are blazing down the home stretch. Fara hits the App Store next Friday, October 21. While you’re waiting for our day-one review, check out Pixel and Texel’s blog, Facebook page, and Twitter feed for the latest news!