Sunday, October 31, 2010

Seasonal Games

Today one of my offspring asked me how come I haven't made a Halloween game, since it's October 31st and all. The truth is, I have some decent ideas for a Halloween game, but it would be at the expense of delaying a few larger projects that are on my horizon. Airport Madness 4 for example, which will happen sometime in mid-2011.

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.

Every project that I undertake must be justified by a reasonable expectation of success. If a game such as Airport Madness 3 does really well, then it makes sense to spend time and energy porting it to mobile devices, as well as build a decent sequel. The rest of my ideas simply get added to "the list". The list gets longer and longer each day. It started out as a small piece of paper from a 3M notepad in 2006. It has outgrown paper, and now exists as a series of spreadsheets littered across my desktop. I have friends, family and business partners that constantly feed me with their big ideas. "Hey, you should totally make a Halloween game and put zombies and stuff in it". I always thank everyone, then add their ideas to my list :)

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
We are planning a future update to Airport Madness 3 that should remove some memory leak issues, as well as add some keyboard shortcuts. Look for this update in about a month.

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!

Witness the awesome air traffic controlling abilities of this player as he flawlessly manages traffic in Airport Madness 3. This is how the professionals do it!


Friday, October 15, 2010

New iOS App: Airport Madness Challenge

We are pleased to announce the launch of our newest iPhone/iPad/iPod game, Airport Madness Challenge! AMC is similar to the original Airport Madness Mobile app, however with 6 different airports plus multiplayer functionality. It has a brilliant large resolution, ideal on the iPad. AMC also supports Apple Game Center.


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