I have been busy coding my next contraption, Airport Madness 3, which is well underway. I sincerely hope to launch Airport Madness 3 by April, but I am hesitant to promise an exact release date. It then becomes a promise that I am either forced to achieve, or likely to miss.
When it comes to my Air Traffic Control games, I have more than one audience. Most of my customers and followers are not pilots or air traffic controllers, and do not demand anything too heavy from me. Give us more levels. Fine. Give us pilot voices. Fine. However, there is a smaller group of followers who are die-hards. I don’t know who they are, or what they do for a living. Quite possibly they are real controllers, or perhaps just very smart individuals, but they really want me to hike things up a notch or two. Like, give us real-world wake turbulence separation requirements. Give us runway cross-overs. How about an ASDE surface detection display and low-visibility operations? Yikes.
Much of this is do-able. However, it must be kept fun. If I make things too realistic, I’m going to scare off those who play my games to fill their coffee break, and don’t have time to complete 6 months of ATC training in order to play Airport Madness 3.