Category Archives: Uncategorized

The Bathroom Simulator

Here is a project that I originally published as a flash game, and today decided to distribute as a mobile game as well.


There are several versions of this urinal game circulating the app stores, so admittedly it is not an original concept. Here is my version of this great game idea, and I hope that you enjoy it.

The idea here is to test and improve your public washroom etiquette. You choose the most appropriate stall in a variety of 

situations.  The Bathroom Simulator was inspired by several other games that are based on this concept, but mine has enough “extras” to hopefully get your attention.

The other urinal games are fairly basic, offering the player a variety of situations such as, “There’s a guy on the left and a guy on the right, so which urinal will YOU choose?”. I’ve really tried to pimp things up by adding sit-down stalls, busted urinals, and scary bikers. The game is loaded with graphics, sound effects and music.

I had long forgotten about this game, until I found this YouTube video this morning, which has had 1.3 million hits.

Airport Madness World Edition Update

We released a second update for Airport Madness World Edition this morning, adding London Heathrow to the mix.  When I designed this level, I was very concerned about the fact that it lacked crossing runways.  It seems that the popularity of an airport is tied to the amount of complexity that it offers.  I tried a couple of new things with this level, one being additional flight paths. Some aircraft will cross over midfield, while others will join directly into the “downwind” leg.  I’ve also shaken up the taxi patterns, to keep players guessing.  These changes helped, however the airport still lacked something.  So I increased the traffic intensity to a rate that would “bury” you in any other sector. The result is one of my favorite airports so far.

Upon release of this game, I held the record for highest number of airplanes moved under the “time trial”.  We’ll see how long I last 🙂



Airport Madness: World Edition Update

I’ve never liked reading apologies from bloggers who are “sorry for not blogging much lately”.  Sometimes there’s just nothing to say.  I do have a long list of stuff to do, and an always-full mailbox with customer questions and support requests.  The customer requests always come first, before all of the facebook, twitter, blog, and newsletter stuff.

I’m really excited about the coming updates for Airport Madness: World Edition.  I’m designing levels as fast as I can, and our artist is working long hours to get the job done.  Below is a screenshot of our next update, which adds London, Heathrow.  This is a free update, and will be available March 2.

Heathrow-AMW

Looking ahead, we have some really cool levels to add.  In May, we add Dubai.  In July, Amsterdam Schiphol. And in September, Barcelona, Spain!  We will likely be adding these same airports to Radar Chaos: World Edition in similar bi-monthly fashion.  Should be a busy year for us.

I’m extremely excited about Airport Madness: Tower Edition, our first 3D perspective game, due in October 2015!  Look for details here.  I promise to get a screenshot up next month.

Can’t Reach Us?

I sincerely apologize for issues we’ve had this past week with our support and email system, which silently failed.  The issue has been resolved.  If you’ve tried to reach us lately, please try us one more time at support@bigfatsimulations.com. Thank you.

index

Naming the Next Airport Madness

In October 2015, we will release our first 3D-perspective air traffic control game.  Development is coming along nicely, and the Unity 3D development platform is a pleasure to work with.  We will likely have screenshots to share with you as early as March.  I’ve been scratching my head for a good name.  I sent out a newsletter survey this morning, and here’s what I came up with, based on 183 replies to the question.

nameIdeas

Have a better idea?  Send me an email at support@bigfatsimulations.com !

2015

It’s been a busy 2014, with the release of our two biggest products to date: Airport Madness: World Edition and Radar Chaos: World Edition.  We’ve also tidied up our website tremendously.  Now, when customers arrive at the site, they are clearly offered our two game flavors, Airport Madness and Radar Chaos, with little other distraction.

siteI’ve talked quite a bit about our game development platform, Adobe Flash.  The time has come to move forward with a more robust game engine, and we are excited to announce that all of our future games will be developed using Unity 3D.  Our existing games will continue to be updated with Adobe Flash.  However, we’ve had many users who are unable to successfully install Adobe software, which has forced us to create a variety of alternate solutions.  This has increased our workload greatly.

unityThis change in development platforms is really about Airport Madness, and where it will go next.  I don’t think we can sell any more “flat” versions of Airport Madness, where the player sits in a chair in outer space, gazing down upon the airport from above.  If that’s your thing, look no further than AMWE, which currently offers 6 airports, with 6 more coming in 2015.  It has more functionality than the earlier versions of Airport Madness, and was intended to be the last “flat” version of this game.

Four years ago, a shift in the game market occurred, and it became obvious that our games should be developed for mobile devices.  At that time, performance was a huge issue.  Moving all those little planes around really ate into a phone’s battery life.  Now there seems to be another shift, and that is towards 3D-perspective games.

How Do You Make a 2D Game Even Better?

We are very excited about our big project of 2015.   A 3D-perspective version of Airport Madness.  What can I say?  It’s going to be awesome.  I can’t really show much yet, as we are just getting started with its’ development.  However, since we have created a few aircraft as well as an earth/sky environment, here’s a screenshot of a Boeing 747 overflying the airport, from the tower perspective.

747

Finding the right sky look was a bit tricky, and will be even more so as we create night, possibly even dawn and dusk.  Fortunately, Unity3D gives us a great deal of control over lighting and shadows.  This image was intentionally cropped to hide the earth, since we are still very early in our development, and our airfields are a mess with construction.

I really want to reach out and thank every person who has purchased our games over the years.  That’s what keeps this pirate ship afloat, and allows us to spend so much time and energy developing air traffic control games.

A Huge Thank You…

To everyone who has assisted me with development of Airport Madness: World Edition.  In addition to my dear family:

…to my “many hats” web guy, Roger Alexander;

…to my artist, Kipp Lightburn;

…and to all of my Beta Testers, for their incredible efforts with this game!

Chuck Brite
Darren Brown
Brett Wyman
Josh Pratt
David Baum
James Sealey
Tom Boon
Richard Davy
Adam Turner
Michael Close

Airport Madness: World Edition is Here

Big Fat Simulations proudly offers you Airport Madness: World Edition. After nearly a year in the making, the sixth game in the Airport Madness series includes new features, such as assignable arrival and departure runways, different game modes, human pilot voices, and radar. We’ve added a player efficiency meter, to show controllers how well they are performing. We’ve also added an amazing music soundtrack that can be optionally muted. Airport Madness: World Edition releases with just five airports. However, free bi-monthly game updates will offer players new airfields on a regular basis. Las Vegas San Francisco Vancouver New York JFK Honolulu Anchorage, Alaska (by Christmas) 6 More airports coming in 2015!

Download it here!

Airport Madness: World Edition Update

Those of you who have followed my work since 2008 know that when I stop blogging, it’s because I’m busy releasing my next game.  I’m very happy to tell you that Airport Madness: World Edition comes out on Thursday evening!  I think this is the best Airport Madness since Version 2 (my personal favorite).  I think you will like the artwork.  The maps have a Google Earth appearance, but they are in fact paintings.  Have a look at New York JFK below.

realornot

When I create airplanes that are smaller than 37 pixels width, I get complaints about the airplanes being too small.  So 37 pixels it is.  However, with such large aircraft, there is no way to fit in every taxiway and every gate.   Take JFK.  It only has 3 gates.  Realistic?  Not so much.  But super fun.  I think you’ll enjoy it.

Be sure to check back here on Thursday evening for the big release!