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.
Tag Archive for development
Zombie Outbreak Simulator for iOS is now in Beta! This means that we are essentially feature complete and are ready to begin testing!
We only have a limited number of keys to giveaway, but if you can help us do a great job testing our game then we would love to hear from you.
If you’d like to test Zombie Outbreak Simulator and have access to a 3rd gen or higher iOS device then please fill out this form: http://tinyurl.com/8a6art8
Thank you, we look forward to releasing soon with your help.
Jay and Saxon
Had a slight delay in posting this to the blog but here it is!
New features shown in this video include iPhone4 support, shooting civs, idle civs, and a new Netherlands map.
Here’s the 3rd update on the development of Zombie Outbreak Simulator for iOS!
Zombies will now chase and attack humans, who then die, zombify and come back. Shouldn’t be long before the next update as well!
Have a look at the development video on youtube:
Play it now: http://www.class3outbreak.com
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.
– 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!
Jay and Saxon
UPDATE 20th July: We are no longer looking for people for this position. Thankyou to everyone who applied.
Binary Space, developers of the game Class 3 Outbreak (www.class3outbreak.com), are looking for an experienced UI, UX designer to advise them on their existing and future UI/UIX design. The role will be a short term contract period, starting immediately. We are looking for someone with a creative background and/or art director experience who has designed interfaces, preferably in games. We are considering applicants from anywhere, but Adelaide is preferred. You would help us to create UI that flows logically, is easy to use and understand, and that also has a distinctive look and feel.
Requirements and Qualifications
- 3+ years experience or 3+ titles released as the lead UI/UX designer, preferably in games
- A solid portfolio of work that confirms you have built great interfaces previously
- Ability to concept and brainstorm a dramatic, cohesive visual theme for the interface that is used throughout the game
- Be able to document UX flow from screen to screen, with detailed descriptions and reasoning.
- Team player
- Knowledge of usability, human factors, and the UX process
Please send any applications to email@example.com with your CV and portfolio.
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!
About a month ago we finished the first version of our zombie game, Class 3 Outbreak, and began pimping it to a list of sponsors. We decided to first try and contact a list of 20 or so via email, since I have the spare time to be able to talk in depth with sponsors myself, and being the cheap penny pinchers we are, we wanted to avoid giving FGL any money! FGL (Flash Game License) is a service which helps flash developers find sponsors for their games. So a few days later I got a few bites, but nothing that ever eventuated. For some reason, as also happened with ZOS, we got some sponsors saying “great game, how much?”, followed by no response afterward. Pretty strange, but I guess they mustn’t have wanted it that badly.
After that dismal little failure we decided to put the game on FGL and see what sort of action we’d receive. Over the course of a couple of weeks we got bids that started at $300 and eventually reached $5000, funnily enough one of the high bids was from a sponsor that we had emailed but who never responded. It seems like a lot of sponsors are now just depending on FGL and ignoring emails for sponsorship, unless this was just in our situation and our game, its hard to say. FGL’s bidding system is very easy to follow, and the transparency of who’s bidding and how much is great to help drive your price up. The percentage FGL takes is very fair – in our case we had no offers and ended up with $5k, I’m not good enough at maths to make up a % increase for that, but maybe something like lots%?
After chatting with Adam a bit and exchanging emails, I also found that they actively hunt down sponsors and market your game to them, something that I didn’t expect to see. We certainly came away from it feeling that we had been well taken care of and that every single sponsor possible had seen the game.
In the end we actually decided not to take a sponsorship at all. The two top bidders both had attractive offers, however one of them wanted a 700px version of the game (too small for our taste) to fit their portal, and the other one we felt suited a more traditional banner advertising/cost per click sort of model, and that ultimately fell through as well. Also for $5k we were still a bit on the fence as to whether we could make that in advertising and donations, and felt a little uneasy about giving up some money if the game did exceedingly well. Judging from ZOS, we “only” need to get a few million plays to make $4-5k, and Saxon and I both agreed that since we were making this game for fun, we’d prefer to go the riskier, more fun approach of self sponsoring. We also felt that we may gain more newsletter subscriptions, forum members, search engine rankings, and facebook fans this way, and we would really like to build a community around the game.
Once again we’d like to say a huge thank you to FGL, we were thoroughly impressed in every way! I can’t recommend them enough. Something else I’ll quickly touch on is FGL’s great First Impressions service. We submitted our game to First Impressions, and quickly got 20 really well thought out and highly varied opinions with detailed feedback and suggestions. Well worth the money.
Stay tuned to find out whether our self sponsoring was a good idea or not :) We have already appeared on Digg, but it was nothing compared to the landslide of traffic we had for ZOS. Funny, since C3O is the playable ZOS! I’m also emailing a few games websites and press, however it seems that a lot of them only cater to ‘downloadable indie’ games. Some specifically say no flash games, which I feel is possibly due to the glut of low quality flash games out there which make some people think that they’re all going to be poor. Really, whats the distinction between a flash and downloadable game apart from how you get hold of it? Anyway, I was trying to end my post, not start rambling about something else :)
Thanks for reading,