Tag Archive for developer

Zombie Outbreak Simulator now on Kongregate

Saxon just finished making a version of the game to be accessible on Kongregate. Should be interesting to see how its received there. Check it out: http://www.kongregate.com/games/BinarySpace/zombie-outbreak-simulator

This version has no mochi ads, and we receive 35% of ad income from Kongregate’s ads. Will soon find out what the difference is! If you yearn to play the game ad free then go forth and play there :)

Pre Release Hype for Flash Games

Aside from popular sequels, I don’t think I’ve ever received or read any form of pre release marketing for a flash game. It may have something to do with the size of the games, or the general idea that flash games are quick, disposable and not really worth doing much marketing of any kind. Or perhaps people are afraid that they will tip off ‘the competition’ to the kind of revolutionary game they are developing? That’s quite certainly the case for us!!

So for the last couple of months I’ve been mulling over exactly what to release about our supercalifragilistic game, which will both interest gamers but dissuade developers from making a clone before we do. As it stands, even though our programmer, Saxon is coding his first ever game in flex to what I think is a very high standard, I’m still concerned that someone with more time or a bigger team could see what we are making and do it before us. Whether this is a valid concern or not, I’m not sure, but to be safe we are going to start hyping the game around 1 month before release so that there is almost no way we can be cloned.

In an attempt to build hype for our game, and reach as many people as possible, I am planning on releasing a range of teasers, newsletters, videos, development journals and press releases in around 1-2 months time. In the beginning I expect we may only attract the attention of other game developers via the development journals, and then once we’ve announced the genre and general premise of the game, hopefully we can start to build a sizeable subscriber base to our newsletters, twitter followers and rss feeds. I’d imagine we will announce the game’s big ‘hook’ or selling point only 1-2 weeks before release.

I’m planning on trying some “War of the Worlds” kind of press releases, which are written as if the game’s events are actually occurring, except of course they are so absurd that the reader hopefully has their interest piqued and goes on to watch a posted youtube clip, screen shots or something similar. With any luck these might be successful enough to gain preview write ups in online mags or get dugg, and further build our subscriber base.

I’d also like to think that this game is kind of a “casual game for hardcore gamers”. I know many hardcore gamers play casual games (I’m one of them), but I’m still going to try pitching our game in this manner to try and bring more attention to the fact that flash games can be enjoyed by more hardcore gamers, and that they can have some level of depth.

Well that’s about enough rambling for now… I’ll have to try and get some links coming in now for this development journal, perhaps Emanuele Feronato will link to this or my other articles? If you are coming from his site, then huzzah!

Thanks for following, and sign up for our newsletter on the right, or follow me on twitter to receive more updates in the future.

If you have anything to contribute I’d love to hear from you. Have you tried your own form of pre release marketing for flash games before? Do I not know what I’m on about? Set me straight or give me your opinion!

The BS Team

I’d like to share a brief history on Binary Space’s dynamic duo. Ok so we are yet to prove our dynamicness but our first game hopefully will! BS is coded and creativized by Saxon Druce and Jay Weston, both of us PC game developers from way back. We worked together at Ratbag Games on games such as PowerSlide and Dirt Track Racing from the late 90’s until the early naughties, myself doing art and game design for 5 years, Saxon coding until the coke ran out (a few years).

Saxon left Ratbag and continued coding away as a contractor for the intervening years at various places including the defense department and big name mining companies. I started a texture library company, Hyperfocal Design with another Ratbag employee. It took a few years to get going (because I was incredibly slack and poor at motivating myself) but is now a decent earner. Through Saxon’s contracting and my own business experience we luckily have some business sense and legal experience, which will always come in very handy.

During the last few years I certainly started feeling the creative itch coming back after being pretty burnt out and disenchanted you might say with AAA class games development. Plus while I’m quite happy with Hyperfocal, there is little in the way of creativity – its almost purely a business exercise. I actually made one possibly foolish attempt at starting a PC title, which I’m quite glad didn’t work out now, because I’m not sure I’ll ever be keen to lead a large company with many people’s jobs in my hands! That attempt got as far as getting funding for the concept phase but not much further.

At this time I increasingly found ideas for game concepts popping into my head, so I’d share them with friends between breaks in front of the 360, and thought how cool it’d be if someone made it. Yeah, the same old story with many gamers I guess. I’m not sure what actually changed to make me decide to give it a go for real, perhaps because the latest idea I had I felt would be so much fun… I’d also recently been forwarded or somehow came across a few flash games that really surprised me with their game play, graphics and cool factor. Two of those games were definitely “The Last Stand” and “Dino Run”. One of the best things about making small scale games like this is that you can make lots of them in a short time, and you aren’t constrained by publishers, deadlines, execs or existing IP/licenses. While I was a game designer at Ratbag, I realized that I wasn’t ever going to have the sort of creative control I wanted. Its just the nature of the beast. Now if my game design’s fail I have no one else to blame, however!

I had a pretty good look at various articles on the biz side of flash games (man’s gotta make a living somehow) and it seemed to be becoming reasonably profitable. So I thought to myself “I can’t code to save myself, making games is no fun on your own, and that Saxon dude could really code!”, so I emailed Saxon and asked if he ever considered making games again. The short version is he did, so we are. It’s good for me, because I’ll read the comments in his code (and even the actual code, which makes my brain bleed) and realize that few other flash developers would be so lucky to have someone with so much experience and coding skillz. And lucky for Saxon too I spose, cos programmer art is ugly!

So I think we have a pretty dang good team, and I can’t wait to show you our first game…