What Would You Change?

clip_1807Allow me to apologize for not responding quickly to some people’s posts.  It’s been a bit crazy around here lately, as it always is after a new game release.   And it’s just me here.  Indie Game Developer Extraordinaire.  I have customer support on one screen, and raw game code on the other.

Airport Madness: Time Machine has received plenty of feedback.  I’ve heard the good and the bad.  All of it via email, telephone, Twitter, Facebook, YouTube, and Kongregate.  The people have spoken. The game is an experience.  A journey.  It’s worth the ten bucks.  But it’s not quite Airport Madness 4.   It’s my goal to get this game where it needs to be.

Using Kongregate’s feedback ratings as a measuring stick, here are the scores given to all of our games thus far.  Kongregate says a 3.0 is “fair”, a 3.5 rating is “good”, and a 4.0 rating is “great”:

  • Airport Madness 1 – 3.57
  • Airport Madness 2 – 3.59
  • Airport Madness 3 – 3.31
  • Airport Madness 4 – 3.68
  • Airport Madness 5 – 3.45
  • Radar Chaos – 2.66
  • Radar Chaos Hawaii – 2.66
  • Sky Madness – 2.78
  • Will It Fly? – 2.57

Some find the process of working through 60 years long and painful.  Some say that certain levels are painfully hard.  Others painfully easy.  I suspect that the levels are too long.  They need to be shortened, from their current 4-minute duration, to about 2.5.  The levels also need to be unlocked, so that users can jump to any year, any time they feel like it. These types of tweaks are easy for me.  I just need to be pointed to where the game is boring, or where it feels impossible.  Game duration and intensity are easy.

With some minor changes, I can get this game above the ‘good’ mark.  So please, shout out the feedback to me if you have it!

Airport Madness: Time Machine Lite

IconWe’ve created a free version of our latest game, Airport Madness: Time Machine.  Please rate the game.  You can Play it here!

It is always difficult to decide how much to give away for free.  Give away too much, and you will have angry customers, who paid big money for the premium version.  Give away too little, and you irritate a would-be customer.

The free version gives customers an honest taste of the game.  The years 1925 through 1935 are unlocked.  So 11 free levels.  Fifteen clams gets you the other 46 years.

Airport Madness Time Machine Now Available

SplashPage_SENDAfter more than one year in production, Big Fat Simulations proudly presents Airport Madness: Time Machine, the latest from the Airport Madness Series.  We pushed hard last night to meet our May 31 deadline, and version 1.00 only shipped with a few major bugs (now resolved in version 1.01 :)

We appreciate your feedback and support with this project, as with all of our games.  We hope to deliver many more of such games in the years to come.

How It’s Done

howitsdoneOne of our users sent in this snapshot, demonstrating ‘how it’s done’ in Radar Chaos: Hawaii Edition.  If memory serves, this would be the High North sector, with an extremely busy MAGGI arrival.

I shouldn’t be posting ANYTHING in my blog right this moment, but instead focusing purely on tomorrow’s release of Airport Madness: Time Machine.  I feel like a kid out late on a school night :)   Seriously, I am taking a one-hour hiatus from the code, then it’s straight back to work.  Don’t stay up all night tonight hoping for an early release of AMTM, because it will likely not be until sometime tomorrow morning.  The beta testers are beating me up pretty good with their bug finds!

AMTM Splash Page

Here’s the final version of our splash page for Airport Madness: Time Machine, due to release May 31:

SplashPage_SEND

 

A few of the aircraft were swapped out, plus some minor changes to the lettering.   As much as we wanted to incorporate machines from ‘the future’, we felt that this collection of aircraft would be most indicative of time progression.  You probably recognize the 747, DC3, and B-17.  The one at the top left is from the ’1802 fantasy’ era :)

Airport Madness: Time Machine Screenshot

I sincerely hope that we are not teasing you too much with news of our upcoming Airport Madness: Time Machine.  I figure it’s best to keep our followers in the picture as much as possible, especially this close to our intended release date.  Here is a ‘draft version’ of the game’s splash page.  The final result will be slightly different, but this demonstrates the overall concept.

SplashPage_SEND

 

We have finished the game, and are now in the testing phase.  Believe me, the testers are finding plenty for us to do.  In fact, I shouldn’t even be typing this blog post.  I should be busy fixing bugs!  Aside from the fix list, our 25 testers seem to like the game.  We are thrilled!

Right this moment, we are arguing over what music to use for background sound, and what should play during the splash image at the very beginning.  Should it be loud?  Or quiet, so that the airplanes can be heard?  Music feedback has always been a mixed bag.  Some say, “Don’t add any”.  When we tried this with Radar Chaos: Hawaii Edition, some asked, “How come there is no music?”.

I will try to post again early next week to keep you all up-to-speed on our progress!

Visit the product page

When the Heck is AM5 Releasing?

AMTM_2172_screenshotHere is another screenshot teaser of Airport Madness: Time Machine.  The above shot is ‘the future’, 2172 to be exact.  It doesn’t look like much without the aircraft, which have a very futuristic look and behavior.  Basically, we feel that in the future, planes will be bigger and faster.  Airports will be designed more efficiently.  And yes, there will still be runways.

The official release date is “May”, with quotation marks around it.  That means May 31, at midnight.  Honolulu time, if you get my drift.  Airport Madness: Time Machine is progressing nicely, but taking forever.  Most of the artwork is done, now it’s on to fixing bugs, adding sound effects, music and polish.  Oh, and testing, almost forgot that one. I’m always amazed by how much the to-do list grows at the last minute.  Fore a while there, I actually thought we’d be launching on May 1.

I’ve got a month still, so I’m not panicking yet.  You will know when we are panicking, because you won’t hear a peep from us.  Not an email, nor a tweet.  Not a blog, facebook update, newsletter, or YouTube video.  This game will be a good one!

Our New eCommerce System

fs_button05We have made some changes to the way we collect money and provide download links to customers.  After five years with PayPal, we’ve switched to Fastspring, a leader in the eCommerce and merchandising industry.  PayPal has always been a handy service, one that I use personally for a great deal of online shopping.  But what I dislike about it is the experience a customer has after they click that shiny yellow ‘Buy Now’ button.

You are immediately whisked away from our website to a checkout page, much like when you buy a pair of used ski bindings on eBay.  After payment is made, some are redirected to a download link, others not.  Our back end system attempts to send customers an email with a download link, but not everyone receives this.  I have always stood by, waiting for angry emails so that I can manually send download links to customers, but it’s probably not the best way to do business.

We tried such a change three years ago to a different eCommerce company, but immediately noticed a sharp drop in sales.  I suspected that customers felt safer using PayPal, so I switched back to them.  Are people more likely to purchase when it’s the familiar PayPal form?  I am personally very cautious about where I give out credit card information, but when I see that the website is verified with the ‘lock’ symbol in the address bar, I feel safer.

I sincerely hope that this new system pleases everyone.  All customers are now receiving their product links immediately and securely.  Fastspring is the best in the industry.  By the time Airport Madness: Time Machine releases, the new system will be running like one of those fancy Swiss pocket watches.

Notice how vague I was just now, regarding Airport Madness: Time Machine’s release date?  That’s another blog post entirely :)

AMTM Progress

Airport Madness: Time Machine is progressing nicely.  If things seem quiet around the website lately, it’s because we are hard at work on our current project. I’ve promised you all that this game will be ready by May.  Wow, I sure am good at setting challenging goals for myself, aren’t I?  May should be do-able.  I’m sticking with May.

blogImageSo far I’ve bragged about all of the stuff I am ripping out of Airport Madness in this version, such as radar and pilot voices, but I haven’t elaborated much on what’s getting added.  The coolest part of AMTM definitely has to be the story, which is based on the history of aviation with a few twists.    Each level begins with a popup, introducing the current year, what’s new, as well as a newspaper that describes the real-life aviation events that took place in that year.  As much as I love this newspaper feature, it’s taken a bite out of my time and pushed back the launch date by more than a week.  This is the story of my game development career.  I come up with an idea that a few folks will look at and say, “Hey, neat”, then I spend an inappropriate amount of time creating it.  My new motto should be, “If it’s not adding fun, don’t do it”.  Oh, well.  I will learn for next time.  What number are we at now, Airport Madness 5?

The heaviest workload has been endured mainly by our artist, who has had the task of managing the growth of an airport against aviation history’s timeline.  You see, we add new detail to the airport in 6-month increments.  So from 1925 to 1970, the airport evolves with nearly 100 small expansions.  In 1930, for example, we build a beautiful passenger terminal, only to bulldoze it seven years later for a bigger one.   And in 1933, our beautiful farm with it’s red barn gets bulldozed to make way for airport expansion.  A new terminal gets built, which takes nearly three years to complete.  After construction is complete, WWII breaks out and this area becomes a military base.

Another challenge is real estate.  What starts out as a small piece of farmland becomes a busy airfield.  As this field expands, we begin to run out of screen space.  When this happens, we do a zoom-out, which enables us to show you more detail. 1934 is when we first start to run out of room, so we shrink the details to fit.  The next zoom-out happens in 1955.  As the background detail gets shrunken to fit the screen, so must the airplanes shrink, to fit the smaller appearance of runways, taxiways and parking spots.

As usual, I’m running fashionably late with my latest game.  Look for it here next month, and if you haven’t already signed up for our newsletter, be sure to do so, and stay informed of Airport Madness: Time Machine’s release.

Designing Gameplay

So I was playing Airport Madness 2 today, and I managed to beat my old high score of 260,000. In fact, I beat most of today’s high scores, which means I’ve still got it. 20 years of real-world ATC experience was not all for nothing.

With each new version of Airport Madness, sales increase. But I often wonder if that’s only because my following has grown. Is AM4 really as good as AM2 was? I am trying to put my finger on what was really cool about this game in the beginning, and I plan to stick to that like glue.

I’ve learned that making the planes faster does not increase fun. Keeping things slow makes it more challenging, because the decision and it’s consequence are farther apart in time. The fun in AM is predicting whether a takeoff will work. Is it a good decision to ‘line up’ a departure while still waiting for crossing traffic to land? Sometimes we dig ourselves a hole, but fail to get out later on.

I’ve learned that adding pilot voice does not increase fun. Nor does radar. Nor do user profiles. These are gimicky, and will not exist in Airport Madness: Time Machine.

AM1 and AM2 were cool because the airports grew. The reward for playing was the unlocking of runways over time. I truly hope that AMTM will deliver on this. It offers an airport that starts as literally nothing, and grows up to handle 747s, 50 years later.

After building nearly 20 games over the years (autocorrects to tears, LOL) I’ve learned that some aspects of a game can be added immediately before release, but others must be baked in from the beginning. Like, for example, the story. A time machine? Why? Does it matter? I have a rough idea of how I will explain this to players, but there is still time to change my mind.

I copied Angry birds. Well, not completely. I merely stole their concept of short, unlockable levels. In AMTM, if you pass a level, you have the option to move on, or replay the level to earn more stars. I think it’s a good fit for this game. There will be some who want everything unlocked all at once. “I want to play the FINAL level, damnit!” And there will be some who don’t want the levels to be short. Some people like to play for endurance. So I will add a ‘continuous play’ feature.

The good folks at the Game Developers Conference in San Francisco think I should add a virtual currency system to the game, so that you have to open your wallets every time you want a special new aircraft or an additional runway. Statistically, there’s more money in it for me if I do. But I truly hate such games. I did this only once, in Approach Control iOS, but it fit. Each additional sector cost a buck. Your game play was not limited in any way, but additional levels were a buck.

I am old-fashioned. I like the idea of offering the product with a front-end price tag. Gimme your money, and the game is yours. The levels are all locked, but that’s your job to unlock them by being the best air traffic controller you can be.