Thanks guys, it took around 12 - 15 weeks I think. But most of the time was spent building a major framework for future development with xna. I worked with 2 others. One of them being a pure 3d artist I went to uni with and the other being a programmer.
To break it down our the artist I worked with did all of the ships/bosses and huds and most textures. The other programmer did some enemy AI, music and level design. And I did the framework, game play, collision system, procedural texturing (such as the nebulae, stars and planets), AI, particles, scripted cut scenes and shaders.
I'm sure there is a heap more that's been done but that's off the top of my head. Hopefully it does well on xbox indie, giving us a chance to use the money we make to make a sequel to the game. As it has a small story line to it, didn't want it to over take the game, but adding a small story and cut scenes really gave the game a lot of feel. It's actually something I can play through countless times (even being my own game) and sit there having fun.
Oh that was helpful, for the first time I didn't ctrl+a and ctrl+c my long post, his reply and got a denied message :(
Oh well. 12ish weeks yeah, went pretty quick though. I'm hoping to add a few more features into the game. Such as same xbox co-op. Another enemy and finish off the players 'helper drones'. Already have the models for the content. But they were not for the dream build play version. As time frame was an issue. I'm looking to possibly get the game on steam, and well if you have an xbox 360 you should be able to play a demo of this game soon.
I devoted most of my time to this project, I sadly fell ill though, so some of my time was cut short, which also meant some features had to be cut back.
@ModShop - Thanks :)
The game does feel a lot more fun to play on the xbox, as you have during big explosions - screen shaking and controller vibration which gives it a really nice effect.