Saturday, December 25, 2010
Christmas Game: Santa's Landing
Tuesday, December 21, 2010
Tornado Destroys Airport
Thursday, December 16, 2010
Music in Air Traffic Control Games
When you develop a game, there are several ways to obtain music. If you are on a budget, there is royalty-free music everywhere, made by musicians trying to make a name for themselves. Some ask that their name be mentioned in the game credits. Others simply give it away. In my experience however, you get what you pay for. The truly decent music costs money, typically between $10 and $100 for a decent 45-second music loop.
Last April I went in search of music for Airport Madness 3 and immediately stumbled upon a piece from the air traffic control movie, "Pushing Tin". Although the movie left something to be desired, the opening intro scene was fantastic. Anne Dudley's "He Pushes Tin" sounds absolutely incredible when played with the sounds of jet aircraft arriving and departing. I would have used this song for AM3 if it were not for the excessive cost. I instead had a piece created specifically for AM3, with similar energy, that compliments the game nicely.
As we plan our future projects, music will likely exist only during the game intro, with perhaps only a quiet musical background beat during game play.
Thursday, November 25, 2010
Airport Madness Challenge Now FREE for iPhone/iPad
The high resolution of this app looks stunning on the iPad, although it plays well with iPhone and iPod Touch as well. Perhaps the greatest leap this app makes beyond Airport Madness Mobile is the multi-player function. Using Bluetooth you can play against any friend with an iPad, iPhone or iPod in either of two multiplayer modes: Tycoon Mode or Survival Mode. In Survival Mode it is a showdown to see who can last the longest without a midair collision. In Tycoon Mode your goal is to drive the opponent into bankruptcy.
Get it here!
Automating Air Traffic Control
A computer is able to observe altitudes, speeds and headings, as well as flight plans. A computer is most certainly capable of broadcasting comprehendable air traffic control instructions to pilots. The coded algorithms required to make such decisions is not rocket science, either. In fact, many of our air traffic control games require some degree of 'intelligence' to detect and resolve traffic conflicts. In Airport Madness 3, airplanes see each other and make decisions regarding who should stop and who should go. In our radar game Air Traffic Controller, the system recognizes vertical and lateral losses of separation.
This technology already exists in parts of the world, although it's focus is high-level enroute situations. How hard is it to change a pilot's flight level, or give the occasional mach assignment? Passing traffic information would be very easy for a computer. Coordination with other sectors, even human ones, would be spot on. However, I am reminded of a drive I made recently through a remote area of Ontario, Canada. I encountered a complete road closure necessitating a backtrack and a complete reroute to my destination. My GPS (I don't carry roadmaps) insisted that I get back on the highway in spite of the closure. I had absolutely no way of determining what other routes were available to me and finally had to pull over to get some human advice on how I would reach my destination.
Computers are great, but when the situation is anything but normal a human brain is needed. In air traffic control things are seldom ever normal, except perhaps in the high flight levels where aircraft cruise steadily and predictably. Where things can fall apart are the unusual circumstances, which happen so often in ATC that they become almost expected. Thunderstorm activity, icing, turbulence, emergencies, loss of radar, re-routes, flow control, and airborne holds to name just a few.
Another big reality is the lack of radar information that exists in the world. There is very little coverage out there. If you were to look at a map of the world that depicted areas of radar coverage, most of you would be surprised at how little there is. Granted, they are doing amazing and wonderful things with GPS these days, but at the moment there is very little radar, especially at lower altitudes and away from busy terminal areas. There is almost no radar information over the oceans. Computers make guesses, augmented by position reports from the pilots.
As a programmer, I can't imagine the amount of code that would be required to detect and handle all of the possible situations that can unfold in the world of air traffic control. In risk of sounding naive, I think this technology is still quite a ways off.
Wednesday, November 10, 2010
Air Traffic Control Comedy with Bob Newhart
Tuesday, November 2, 2010
Internet Security
We've also received complaints from customers who receive warnings upon downloading, such as "This publisher has not been verified. Are you sure you want to install this file?". This has prompted us to purchase a digital certificate, which does nothing more than reassure customers that the software they are installing is legitimate.
Digital certificates are not cheap, nor are they easy to obtain. A company that wants to obtain a digital certificate to assure customers of their legitimacy must first convince a company such as Verisign or Thawte that they are, in fact, legitimate software developers.
Airport Madness 3, as well as all future developments of Big Fat Simulations, will be digitally signed for customer reassurance.
Monday, November 1, 2010
Airport Madness 4
It's not much, but this is technically the first official screenshot of Airport Madness 4. Please be gentle with your feedback...we are still in the very early prototype stages of development. I promise to remove the green earth color that I stole from the 1992 version of Microsoft Flight Simulator.
Our challenge here is to avoid creating a realistic simulation. Huh? In my opinion, realistic ATC simulations are only fun to the hardcore ATC simmers. To appeal to the rest of the world you need to keep things simple, fast, and entertaining, with no instructions required. That's not an easy task with something as difficult and complex as air traffic control. We should have another update for this project in January 2011.
Sunday, October 31, 2010
Seasonal Games
The last seasonal game that I developed was Santa's Landing, in which you attempt to land Santa's sleigh on people's rooftops while avoiding starvation by eating falling candy canes. Candy canes seemed like the most appropriate reindeer food for a Christmas game. After all, how much fun would a Christmas game be if the reindeer were stuck eating lichens and vascular plants? Santa's Landing was cute, but not exactly the viral success I had hoped it to be. It was played a few thousand times on Christmas Eve of last year, then it petered out to a steady trickle of 100 or so plays per day. Who knows, maybe it will get a second wind in December.
Monday, October 18, 2010
Airport Madness 3 Update
When Airport Madness 3 was developed, we had envisioned a fantastic system of automatic updates which involved using the Adobe AIR installation platform. Unfortunately, a number of users experienced difficulty with installation due to their particular system, and we immediately realised that an alternate .exe file was required for those instances. "Can't install our game? Here, try our alternate file...".
Another shortcoming that we experienced with the AIR platform was the inability to incorporate a decent high score board, like the one you see in the free flash version of AM3.
For these reasons, we have abandoned our AIR-based format of AM3 and switched to a simple .exe format. This new format also appears to offer slightly improved framerate performance, as an unexpected bonus.
Unfortunately, this means no automatic updates. Users will have to visit this website occasionally to check for available updates. Updates are always free.
In summary, the changes in this update are:
- Improved high score board
- Slightly improved performance
- Removal of Adobe AIR installation platform
Sunday, October 17, 2010
Where We're Headed
There has been great change in the casual game industry over the past couple of years. More and more users are looking for games that can be played socially on facebook, or on their mobile devices. Our most successful game, Airport Madness 3 for PC/Mac, fits neither. It is simply a downloadable application. While it is our intention to release an Airport Madness 4 in 2011 in a similar fashion to its' predecessors, we can't overlook the shift in the gaming industry.
Lately we have been developing quite a number of iPhone/iPad applications, such as Airport Madness Challenge, Airport Madness Mobile and Will It Fly. We are not overlooking Android, which happens to be next on our list. It is our intention to build out many of our existing PC/Mac games for both iOS and Android. At the same time, we are working on a social game for facebook, of the airport variety.
We also have a few entirely new game ideas that break free from our air traffic control theme. These will initially be introduced as flash games and later ported to Android and iOS. 2011 should be a very busy and exciting year for us, so please stay tuned.
Saturday, October 16, 2010
Airport Madness 3 at Ludicrous Speed!
Friday, October 15, 2010
New iOS App: Airport Madness Challenge
This application was originally designed for the iPad. It was felt that the iPhone version of Airport Madness Mobile did not show enough landscape to offer players a view of arriving and departing airplanes. However, with the new Retina display of the iPhone 4, we were also able to publish this app for iPhone and iPod Touch. The iPad version of this application offers more landscape view than the iPhone version.
We sincerely hope you enjoy this app. Please give it your honest feedback rating after playing. As always, my email box is always open to you for your feedback and comments. creator@bigfatsimulations.com
Friday, September 17, 2010
Will It Fly? Now available for iPhone/iPod
How many passengers and how much cargo can you successfully take off with, and still outclimb obstacles and terrain? This game applies the real-world laws of aviation to a variety of challenging scenarios. Earn points by daring yourself to carry as much as you safely can.
As in the real world of flying, a headwind can be your ally. Wind reduces the speed at which you travel over ground, but it does not affect climb speed, so a strong headwind can provide pilots with a steep climb angle.
Hot, High, and Heavy. Any combination of these can produce disasterous results. Hot or high atmospheric conditions indicate thin air, which reduces aircraft performance by lengthening the takeoff roll and reducing your climb angle. Too much weight will have the same effect on aircraft performance.
Sunday, July 11, 2010
Airport Madness 3 Update 1.01
We have published a minor update to Airport Madness 3. The changes are:
- A different supervisor image;
- Click anywhere to close command panels;
- Maximizeable screen;
- Reduced "continuous play" traffic levels .
There are many more changes coming, but these are the ones that we felt needed to be done right away. Plus, it gives us an opportunity to test the game's auto-update feature. Updates are free, by the way. Those who purchased Airport Madness 3 Build 1.0 should see the message, "An update is available" appear at the bottom of the game screen.
Sunday, July 4, 2010
Airport Madness 3 Post-Release
During its' first few days of release, our latest air traffic control game "Airport Madness 3" has received generally positive feedback. Unlike AM2, which we launched early to meet a deadline, Airport Madness 3 was thoroughly tested by a team of six from the very beginning of its' construction. We intend to release a new update in approximately one week, that adds a few improvements and fixes some minor issues:
- Keyboard Shortcuts;
- Click anywhere to close panels;
- Resizeable screen; and,
- Landing lights for night aircraft.
If you would like to add anything to this list for build 1.1 (full version), please contact us. Updates are free to those who have purchased. The application automatically checks for updates each time you play.
Wednesday, June 30, 2010
Airport Madness 3 Now Available
After more than eight months in the making, Airport Madness 3 is now available for purchase. Like it's predecessors, AM3 also includes a free 'lite' version, which limits players to one level and just one mishap. The lite version also has a much smaller screen size. The full version is a substantial step upwards from the lite version, and I certainly hope that you enjoy playing it.
US $9.99
I would like to thank the following volunteers for their extraordinary efforts in assisting with the beta testing. Without their assistance, this project would not have been possible.
- Dunk Cummins - Macclesfield, England
- K. Bromham
- Rich Newpol
- Richard D
- Sebastian G. - Munich, Germany
- Thomas Boon - Chelmsford, UK
Tuesday, June 22, 2010
Airport Madness 3 Delayed
Due to a number of minor bugs within the beta version of Airport Madness 3, release will have to be delayed a few days. I shall try to keep my promise of "June", and will resist the temptation to delete all prior blog posts containing promises of release dates :)
I've received some great last-minute ideas that I decided to implement, including several emergencies. The tornado was not my idea, but that of my young son. He was insistent that it would be a crowd-pleaser, and even sketched out his vision of an air traffic control supervisor who warns of approaching doom.
Tuesday, June 8, 2010
Airport Madness 3 Release Date
Here is a brief update on the progress of our latest air traffic control game, Airport Madness 3. We are putting on the final finishings to this product, as well as final testing for problems. We are aiming for a release date of Friday, June 25, 2010. Airport Madness 3 will have a sticker price of US$9.99. There will be a free version available in early July.
Unlike the full version, which offers a one-hour 'level-based' exercise as well as 'continuous-play' mode and 'challenge mode', the free game will offer a sudden-death 'How much traffic can you handle?" challenge that gradually builds in intensity and complexity. The free version will exist on Facebook as well as a variety of game portals on the internet.
Tuesday, May 25, 2010
Airport Madness 3 Coming June 2010
My apologies for not posting more progress updates for our latest air traffic control game, Airport Madness 3. I've been a bad blogger (Sigh...). Progress on Airport Madness 3 is actually moving along very well. We estimate a release in mid-June.
We have lots of neat new features to brag about: Emergencies, challenges, snow, runway assignment, speed control, holding patterns, change of active runway, plus a mammoth-sized resolution of 1000x725. That's about as big as we can make it without disqualifying the 15% of you who are still running 1024x768 resolution (You know who you are :)
Probably the coolest feature of Airport Madness 3 is the Adobe AIR platform, which automatically checks for product updates. The release of Airport Madness 2 in May of last year was rather painful, as there were several minor adjustments that needed to be made during its' first month after release, requiring buyers to have to visit the website for update information. Now it's all automatic. Technology is so amazing.
Here are some screen captures of Airport Madness 3. Please bear in mind, the actual resolution is much larger than the images below. These images are only meant to show off the parallel-runway operation. To view an actual-size screenshot, click here.
Saturday, April 24, 2010
Video Demo of Airport Madness Mobile
Thursday, April 22, 2010
Airport Madness Mobile Now Available on the iPhone
After months of work, Airport Madness Mobile has hit the iPhone App Store! A huge thank-you to everyone who has supported my efforts with their words of encouragement and by purchasing my products. Please give this iPhone game a try and leave it an honest review.
As there are several air traffic control games with very similar names, please be cautious of which one you are buying. Our iPhone app is called "Airport Madness Mobile".
"You land a million planes safely. Then you have one little mid-air, and you never hear the end of it." - Air Traffic Controller, New York TRACON
Do you have what it takes to be an air traffic controller at a busy international airport?
As an air traffic controller it is your job is to keep aircraft from colliding, while avoiding unnecessary delays. You are paid the big bucks for your visualization skills and guts. Just like the real job of an air traffic controller, you must pay attention and keep your eyes moving. There is always something that you could be doing! You must give takeoff clearances, landing clearances and taxi clearances in a strategic effort to maintain safety and efficiency where there would otherwise be total chaos. This is not a spectator's sport! After successful completion of all 14 levels of this simulation you will become an expert at visualization and managing priorities.
This simulation contains 7 different challenging airport layouts. You will be required to work at night, and occasionally in poor weather conditions. Knowledge of air traffic control is not required to be a top-notch air traffic controller in Airport Madness Mobile, but you do require nerves of steel.
Wednesday, April 21, 2010
Air Traffic Control Games: Casual Vs. Serious
Airport Madness 2 was always meant to be a casual game, the kind you might play to fill the minutes of a coffee break. You might play it while eating a bag of chips, while listening to your iPod, or while bouncing a one-year-old on you knee. Airport Madness 3 however, has a more serious mood. You will need to put your chair in the upright position. Airport Madness 3 "brings it". It is for those who couldn't get enough of AM2, and have a strong interest in the world of air traffic control.
When you build a sequel you really must offer up something new, otherwise your product runs the risk of being dismissed as simply "more of the same". We wanted to brag about more than simply offering two new airport layouts. AM3 is more complex. It has a different feel. The pilot voices obey real-world ICAO phraseology. Your control options include runway assignments, 360-degree turns, downwind leg extensions, and full speed control. The resolution is massive.
AM3 runs the risk of driving away those who are merely looking for something light and simple. But if you've mastered AM2 while blindfolded with your hands tied behind your back, by all means sign up for our newsletter to be the first in line for Airport Madness 3 this June!
Saturday, April 10, 2010
Airport Madness 3 Progress
Airport Madness 3 is progressing well. You may have noticed that the release date has been pushed back to June 2010. We learned from the release of Airport Madness 2 the value of thorough testing before release, and we intend to launch a solid game with hopefully no major issues.
When you create an air traffic control game or simulation, you must build a great deal of "intelligence" into the aircraft. For example, if two aircraft are taxiing towards each other on crossing paths, how do they decide who-stops-for-who? What at first seemed like a programming challenge quickly revealed itself to be a trigonometry nightmare. For example, how do two artificial aircraft decide who should stop in the image shown here? The answer is, whichever aircraft has a smaller relative angle to the other shall stop. I almost had to phone up my Grade 10 math teacher to figure that one out. Creating this simple rule added a couple of weeks to our project. We also received a great suggestion from someone to incorporate pushbacks into our game, whereby an aircraft is moved backwards out of its' gate before commencing taxi. However, the concept of backwards-moving airplanes threw a wrench into our formula above, since all of the relative angles get thrown out of whack when you reverse direction. As always, we developed a workaround to the problem. However, these things require time.
You may be asking yourself, "Doesn't air traffic control decide who taxiis and who stops?". In reality taxiways are controlled, however parking aprons are not. In the real world of air traffic control, most of the "action" is on the runways and in the air. Controlling taxiways is generally kinda dull. Like the earlier version of this game, Airport Madness 3 is about runway management including airborne conflictions. The apron/parking conflictions are left to the pilots to figure out.
Airport Madness 3 has had a few other challenges, most notably the large resolution which increases CPU demand on computers. After building out the game's foundation one month ago (a very basic no-frills single-level test platform) we noticed some performance issues as well as some unusual aircraft behavior. We decided not to move forward until these issues were resolved. I am pleased to say that these issues have been successfully eliminated and we are now moving forward with the addition of pilot voices, game options and other details. Please sign up for the newsletter above to be first in line for its' release.
Friday, April 9, 2010
Airport Madness Mobile
Sunday, March 14, 2010
The Ultimate Radar Game
When I was fourteen, I was introduced to the game of Chess. At first glance, I thought the game seemed like a waste of my time. I would never figure out the subtle differences between all of the various pieces. I would never brag about such activity to my friends at school. "Dude, I totally check-mated my brother with my rook yesterday!". However, I quickly fell in love with the game and a lot of my friends at school did, too. The game of Chess is similar to air traffic control games and simulations because of how addictive the play action is.
Managing a whole bunch of airplanes on a radar screen truly is one of the more interesting things you could ever try doing. It is such a mental rush to be responsible for thousands of lives at once, all of them hurtling through the troposphere at over 500 miles per hour, in a seemingly archaic fashion. Unlike air traffic control games or simulations, in real life the bottom line is safety. We don't "push tin" like they do in the movies. Instead, we "cautiously manage said tin in an organized manner, as though our very lives depend on it".
Air traffic control provides the world with a fantastic concept for potential new games, and this has yet to be truly explored by game developers. All of the popular classics like Risk, Monopoly, Checkers and Chess offer the same intellectual challenges as ATC does. What the casual game community lacks is an ATC game that invites everyone to the table to play. My mother tried our game Airport Madness 2 and really got into it, but she could not grasp our simulation. The world needs a radar game that starts easy and then builds, not just by intensity, but in complexity as well.
It is my vision to develop a radar-based game similar to Air Traffic Controller that maintains a reasonable degree of realism yet is simple enough for anyone ages 6 and up to jump in and start playing, without requiring 12 months' training at an ATC institute to even get started. I envision such game consisting of a variety of radar puzzle-like challenges. For example, one challenge may be to carefully vector numerous aircraft through a complex maze of terrain, and another challenge may require using only speed control to funnel enormous volumes of air traffic into an arrival stream for a busy international airport.
We may be getting rather ahead of ourselves, as we are still assembling Airport Madness 3, Airport Madness Mobile for iPhone, as well as a 3D version of Airport Madness from a tower perspective (no release date on that!). I'd like feedback on our proposal for a simple "puzzle-style" radar game. Please feel free to email us directly with your thoughts.
Thursday, March 11, 2010
Update for Radar Game "Air Traffic Controller"
Saturday, March 6, 2010
Airport Madness 2 iPhone Update
Wednesday, February 24, 2010
Airport Madness 3 Screenshots
Here are some screenshots from our latest air traffic control game, Airport Madness 3. Our blog platform has changed. For the latest news and release information, check out the new blog on our website.
Thursday, February 11, 2010
Airport Madness 2 for iPhone
Friday, February 5, 2010
The Free-For-All Airport Concept
Tuesday, February 2, 2010
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Monday, February 1, 2010
Everybody Loves PayPal
Sunday, January 31, 2010
Coffee with Radar
Friday, January 29, 2010
Realism in Air Traffic Control Simulations
A typical computer screen is simply not big enough to display an 80 mile-wide sector. With such an enormous range, you can't vector airplanes. The details are too darn small. Since I can't change your monitor into a 35-inch monstrosity, my simulation zooms you in on the action with its' relatively small sector. It is only 40 nautical miles from edge-to-edge. Things happen pretty fast in a small sector like this one, and there is very little wiggle room when you get backed into a corner.
Air Traffic Control Radar Simulation
You may have wondered about the tiny price tag of $5.95. This application offers just one sector. We plan to offer a 'full version' of this application next year, with 4 different sectors and a variety of additional features, and should sell for about $30.