Archive for Games

Zombie Outbreak Simulator for iOS Now Available!

Zombie Outbreak Simulator for iOS is now available! It is available for $1.99 from the App Store on iPhone, iPad and iPod touch. You can get it here http://itunes.apple.com/app/zombie-outbreak-simulator/id499283436?mt=8

If you buy it, it’d be great if you could post a review on the app store (good or bad!), thanks!

We hope you enjoy this mobile version of Zombie Outbreak Simulator, we look forward to seeing how it is received!

Regards,
Jay and Saxon

Zombie Outbreak Simulator for iOS – Trailer

We have just released the trailer for Zombie Outbreak Simulator on iOS. We are very close to release now! Thanks to all the testers for their feedback. Fingers crossed we will be on the app store in a week or so.

iZOS Final Update Video

Here it is, the final development video update! This means we are 100% feature complete and now in beta testing. If you haven’t already, sign up to become a tester here: http://tinyurl.com/8a6art8

Check out the complete video here for the final additions:

New release: Shotguns!

Play it now: http://www.class3outbreak.com

Image

It’s been far too long before the first weapon release, and we thought we’d start off by bringing you a shotgun in this latest version. The shotgun works differently from the pistol, in that you aren’t just clicking targets to shoot, you line up a template over as many zombies as possible and fire. Any zombies caught at close range will be scattered to the winds, while zombies further back will be damaged and pushed backwards.

Press 2 to ready the shotgun and aim the template, click to fire. If you decide you no longer want to fire, press 1. Shotgun is limited in ammo, and shells aren’t easy to find, so conserve ammo!

The only person to carry the shotgun for now will be yourself, and your friends provide backup fire using just pistols.

Other changes:
– Pistols are infinite ammo for now. This may change again if/when melee goes in.
– Pistols fire slower and are less accurate
– Zombies are faster
– Infinite zombie spawning from fog of war is out for now. We will revisit this later, but for now it has a few problems.
– Shooting in general should be more reactive. If you click to shoot now, you’ll get instant feedback rather than waiting for the survivor to pull his weapon out and fire. You still can’t fire as fast as you click, though.
– Survivors turn quicker and are more responsive to move.
– Fog of war radius larger
– Zombie/civ stats back in
– Numerous other balances/tweaks. Please tell me what you think of difficulty for “normal” suburban maps.

Hope you like it!

Regards,
Jay and Saxon

Crowd Funding Class 3 Outbreak

So far we’ve been developing Class 3 Outbreak in our spare time, with over 2000 hours spent during the last 2 years. Our goal is to turn Binary Space into a business. We love making games, and want to be able to work on games like Class 3 Outbreak full-time. To that end we are looking to raise funding in several ways, one is through government grant funding, another is through crowd funding.

We’ve recently been awarded a couple of grants by South Australian government funding groups, which we are of course pretty stoked about!:

– $50k from the South Australian Film Corporation
– $10k from the South Australian Creative Industries Program

We’re in the final contracting phases on these, and expect to be able to switch into full-time development of Class 3 Outbreak from around June.

This will keep us going for a couple of months, but what then?

We’re using the IndieGoGo crowd funding website to raise money to keep us working full-time for as long as possible. So we are asking for your help to support us in our indie endeavors! If we reach our target of $50k, that will allow us to keep working for several more months, and put us on the path to being profitable and self-sustaining. But any amount would still be a big help – we’ll work for as long as we can afford, or work part-time.

IndieGoGo allows us to give away pre-orders for our game, along with perks if you spend a certain amount. All of the perks include free access to all of the paid features, as they are developed. So when we start charging our other players for those, pre-order customers get them for free. When we introduce virtual currency, we’ll also give you some for free. And of course, whatever amount you give us, you’ll receive our undying gratitude, for helping us make Class 3 Outbreak a reality!

Our primary plan to become profitable is to make Class 3 Outbreak “freemium”. It will always be free to play, but players will have the opportunity to purchase additional features if they wish. We’ll have a virtual currency via which you will be able to buy extra items such as weapons, and we will offer exclusive paid features as well.

To kick off our crowd funding efforts, we’ve just released a Royal Wedding map for the game. Saxon quickly coded in Prince William and Kate Middleton and some onlooking crowd members, and I drew up the Westminster Abbey map. Of course, zombies descend and make a mess of their wedding. We think it’s pretty funny, and so hopefully a lot of other people think so too. If it picks up steam and spreads then we will be very happy!


We have outlined a feature set for Class 3 Outbreak on the IndieGoGo website, head on over, check it out and please support our game. Thanks!


Class 3 Outbreak’s Editor now in Open Beta

We are happy to announce that the open beta version of Class 3 Outbreak’s Editor is out now! Saxon has been working hard on this over the last year, and in the mean time C3O is closing in on 1 million plays. With the new editor, you can now paint down maps in your local area, then unleash the zombie hordes upon your street, workplace or school. Map creation is achieved by painting down colors over the top of the satellite imagery – red for walls, green for trees and grey for flat ground. There are a few basic tools such as a line tool, free hand tool and fill, with the ability to change brush size as well. Once you’ve finished, you can publish your map and share it with friends or fellow gamers.

Class 3 Outbreak beta world map

The game has also been moved to www.class3outbreak.com, where you’ll see that we have a world map showing the location of outbreaks across the globe. Maps that are published are moderated by myself, and if they’re of high enough quality, they go on the home page as one of the red markers. Even if you don’t get featured, you can still play and share your map.

Class 3 Outbreak beta editor with low fences

So now that our most important feature is out the door, we will be moving back to gameplay, so that players can load up their neighborhood map, then begin the task of surviving the outbreak. Unlike any other game, you will walk the streets and be familiar with your own surroundings. Very first on the agenda is controllable units, I believe we will be starting with just one controllable civilian, then we will go from there.

We look forward to seeing what maps you come up with. So far I’ve been deluged with about 60-70 map moderation requests in 2 days, which is a good sign. Tell us what you think, constructive good or bad criticisms are welcome. If you’d like to follow development as we get back into the fun stuff, you can follow me on Twitter @JayWeston or Saxon @SaxonDruce. Then there’s our Facebook page at www.facebook.com/Class3Outbreak and the forums.

Cheers,
Jay

Class 3 Outbreak Interview on Horror-Video-Games.com

There’s a short interview with myself over at horror-video-games.com if you’d like to have a read

Class 3 Outbreak, Released! Buh-rrRaaAaAiiiinNZ!

All Saxon and I can say is, “finally!”. After many delays with things like sponsorship, flash game portal versions, and ZOS itself, we are super happy happy, joy joy to announce that Class 3 Outbreak is sitting on our server now, ready for you to engage the zombies on their terms (you’re going to lose, its just a matter of how badly!). So after around 14 months, the first version of our baby (think the zombie baby from Dawn of the Dead, ok?) is out! It’s amazing it’s taken us this long for a game which appears quite simple on the surface, but being part time indie-ers, thems the breaks! Feel free to crush our spirits or pat us on the back for a job well done, as long as its constructive then we are happy. We also welcome the inevitable comments like “FAIL” and “this is such win-ness”.

For the first week or so the game will be site locked to class3outbreak.com, but then we will remove that and let it spread to the games portals that support 800×600 games.

From here on, now that much of the ground work has been laid, we look forward to putting in some of the really fun stuff. Feel free to head over to our forums and chat with us, we are always watching!

We look forward to following the response over the coming weeks. Thanks for supporting and following our game!
Jay and Saxon

Zombie Outbreak Sim Wrap Up

Well its been around 10 weeks now since we released Zombie Outbreak Simulator (ZOS). I’d like to share some of the experiences we had, and since I have learned so much from other similar articles, I’d like to give something back.

Our plan with ZOS was always to make it just a bit of a tech preview or teaser for Class 3 Outbreak (the RTS), something that’s just a bit of fun to watch and whet your appetite for the ‘real thing’. Having developed the game for so long, and testing/balancing Class 3 Outbreak for a while, I thought that ZOS would get some “oh, that’s kinda interesting” remarks and we’d get a little bit of traffic from some zombie or google maps sites. Funnily enough, I started to see some traffic coming from Digg via google analytics. I went to their website and found that we had been Dugg 30-40 times, which I thought was pretty good. A moment later I was about to head off to sleep for the night and I thought I’d check the site again, and lo’, we had just reached the front page! To our great astonishment and excitement, we eventually shot up to the third most dugg site of the day, getting over 1700 diggs. Our server went down perhaps a dozen times or more but luckily it never stayed down, it would just restart and keep on trucking. rorr.im also mirrored us which helped a little. We ended up having to put up static html files for all of our pages on class3outbreak.com, and that plus some help from our host finally got traffic moving smoothly. Saxon and I definitely enjoyed watching ZOS climb though, it was quite unreal.

I loved reading all of the comments people were leaving at Digg as well, and I made some comments/replies myself. Its great to interact with fans! We were amazed to see that not only would people post what settings they were using for the outbreak, they would even make up entire stories about the little 20 pixel people running around – extensive stories! It seemed to really capture peoples imagination, and I think running the game on google maps played a part in that, because we are using actual imagery. It’d be nice if the people looked a little more realistic but I’m not sure if I can improve them much with only 20 or so pixels.

We weren’t entirely prepared for the traffic when it hit, so we didn’t have mochi ads running, and our adsense banners weren’t really optimized either. It’s funny that after getting played 250,000 times and dugg 1700 times (I’d call that a huge success) we made around $300 in 2-3 days. As traffic levels out it looks like we might make 5-10k by the end of the year at this rate. That’s a pretty good sign to me that making money from advertising in flash games is incredibly hard. Sure, if we had mochi running from the start, we probably would have made a bit over double in the first 2 days, but that’s still peanuts for something that was so popular. I’d imagine getting the game to spread successfully over portals and get 10’s of millions of plays could start bringing in some half decent money too, but we are in the middle of seeing what we can do in this department.

When you consider the super great article: “You should be making a premium flash game” and games like Fantastic Contraption, we are very keen to try selling our game at some point, ie when there’s enough game there to charge for. If we punched in the Fantastic Contraption sales numbers with our current traffic levels we would be making over $90k a year, not too shabby. And yes, the games are both extremely different, and its impossible to know whether we would reach the same level of success as Colin did, but it is interesting to guesstimate these things…

Since ZOS has gone online we’ve also put up a facebook page that has reached over 1700 fans, and a forum which is already producing a lot of conversation. Feel free to join either!

You might be wondering how C3O is coming along… we hit a slight snag which requires another 2-4 weeks work, so I’m afraid you’ll have to wait a little longer. Ah games and their so called release dates… :)

Thanks for reading!
Jay

MechWarrior: Living Legends, the power of mods

My PC died the other day (don’t worry, its just the video card!), so I ended up discovering and playing Mechwarrior: Living Legends for about the entire day at my brother’s place. I loved it so much and was so impressed I felt the need to write a short post here.

MWLL is a total conversion of Crysis, so if you own Crysis, you can download and play MWLL for free. I can’t say I get into FPSs much these days, and so I don’t own it, but as soon as my PC returns, I’ll be getting it just to play the mod. MWLL has such high production values and is so well designed you will swear you are playing the next retail MechWarrior title. I haven’t been so pumped about a game in a very long time. The mix of spectacular Crysis graphics, professional, super high quality artwork, equally good sound and a brilliant mix of Mech’s, tanks, planes and battle armor (little dudes) makes for a highly entertaining and epic experience! It is quite like Battlefield 2, but it has a very real feel to it, like a Flight sim but for Mechs.

On the business side of things, I think this game is a great example of how powerful mods are for extending the life of a game, and even bringing in new customers. I would have never bought Crysis, even for $5, but after seeing a few youtube videos I was sold for $30.

Give it a go, there’s even full servers of people playing in Australia. It’s a little painful to get the game running but its so worth it! MechWarrior: Living Legends.

If any of the team is reading this, I’d just like to say a big congratulations and thanks, I’m a huge MechWarrior fan, and a fairly jaded gamer for the most part, and its great to get this excited about a game again!

Jay