Category Archives: Airport Madness 3D

Airport Madness 3D Series: Next Update

It has been a busy Summer, but I am finding time to work on our upcoming Airport Madness Pro, as well as the existing Airport Madness 3D series.  Much of my creativity comes from my full time air traffic control job, as well as piloting small airplanes.  I’ve had a great deal of both this month.  This week, I’ve been sneaking in time to code while on vacation with my family.

The focus has been the addition of emergencies to Airport Madness 3D.  These will be added to both volumes, starting with Volume 2, hopefully in two weeks.  Here’s a list of the emergencies to be added:

Bird strike;
Engine Fire;
Engine Failure;
Crash;
Fire on board;
Blown tire;
Runway excursion;
Medical Issue;
Loose cheetah in cabin (Or a snake.  Or a killer “something”.)
Pressurization issue;
Hydraulic failure;
Fuel emergency.

Some of these emergencies will require fire trucks to arrive, and douse the aircraft with fire retardant while passengers spill out onto the runway.  Other emergencies will be invisible, such as a fuel emergency, where you are simply expected to land the aircraft without any sort of delay.  You don’t want to see what will happen if you assign a “go around” to someone who is already low on fuel!

 

It’s a lot of fun adding these to Airport Madness 3D.  It will be an optional feature, but I think you’ll turn them on and leave them on.  I intend to keep updating both volumes of AM3D, while simultaneously building Airport Madness Pro.  Unfortunately, these games all compete for my attention, and some of my older games have become completely neglected.  The positive side is that I’m constantly delivering new content.  However, I don’t see any future updates for games prior to Airport Madness 3D (at the moment).  Almost all of the demand is for AM3D updates, as well as AMP.

 

Occasionally I get emails from users checking to see if I’m still alive and building games.  I definitely am, but these things take time.  I don’t ever plan to retire from game development, but I will definitely pace myself as needed.

 

SO WHAT ABOUT AIRPORT MADNESS PRO?

I hope to launch the AM3D updates in August, then get back to work on Airport Madness Pro.  At the moment, my plan is to start selling pre-orders on January 1, 2019.  This will hopefully be the popular buy choice, as there will be a discount and you’ll receive the full release before anyone else does.

I’ll likely sell a beta version as early as April 1, 2019, also at a discount.  You’ll get an unfinished copy of Airport Madness Pro before everyone else, and you will be entitled to the full version when it arrives.

And with any luck, there will be a full release of Airport Madness Pro on June1, 2019!

Airport Madness 3D Version 1.03 available

As always, updates to games that you have purchased are always free.  However, I occasionally receive emails from customers who bought Airport Madness 2 in  2009 and would like to obtain the latest free update.  I always politely explain that Airport Madness 3D is an entirely new game, and their business is appreciated.

Prior to the big release of our first Unity3D game, we thoroughly tested every aspect of the game.  Our beta testing team consists of approximately 10 people.  We all have a great deal of fun laughing at the various odd bugs that we find.  The strangest bug so far is the pushback tug that holds onto the aircraft for the takeoff, then lets go and drops to the earth.

saveTheTug

We had a successful launch on Wednesday morning, despite me being ill the night before.  I still felt horrible on Wednesday morning, but crawled to the computer and hit the launch key, with my family telling me to delay the launch another day.  But they’ll all kill me if it gets delayed again, I thought.

As per usual, Airport Madness released packed with bugs.  I’ve fixed 90% of them, and I think we are now in good shape.  The biggest bug was the issue of planes taxiing to the runway backwards.  The next bug (still not officially off my watch list) is a player view that occasionally switches from the control tower to the cockpit all by itself.

I’ve added the ability to zoom using the mouse scroll wheel, which I love.  I have several more tiny updates to make, but couldn’t resist uploading the changes so far.  I wanted to have a stable release available to everyone for the weekend.

If you have purchased Airport Madness 3D and would like the update, you can download it through your original download link that was emailed to you.

Airport Madness 3D is Here!

After a long 16 months of development, we proudly offer you Airport Madness 3D!  Airport Madness now has a third dimension.  We sincerely hope that you enjoy this seventh version of the series.

AM3D-WebGFX-580x390

This is our first non-Flash game, developed entirely in Unity3D.  Unity was a pleasure to work with, but has been a steep learning curve for us.  Customers no longer require installation of Adobe Air beforehand.

Airport Madness 3D seems to be well received by the 1500 customers who have made purchase.  It is more difficult than previous versions.  It is more immersive.  Your chair needs to be in the upright position.  Maybe have a coffee first.  Tylenol later.  Airport Madness 3D is intense.  Most say it is a great deal of fun, which is truly a relief.  I don’t mind having a few bugs to fix, but you can’t fix boring.  So I’m glad for the positive feedback.

I’ve had several people ask, “Is this a free update, or do I have to buy all over again?”.  The answer, sadly, is that you must buy again, as this is a brand new application.  We just released its first update 1.02 today, hopefully fixing some minor bugs within the game.  As 3D is brand new to us, we plan to offer many, many updates to this game in the coming years.  This is our new thing.  We’ve done 2D to death, and it’s time to evolve.

We sincerely thank you for your business.  If you have not purchased Airport Madness 3D, what are you waiting for? Click this.