Tag Archive for google

Zombie Outbreak Simulator on iOS

Here’s a quick update on what we’ve been up to and what you can expect to see from us soon.

As the post title states, we are about 6 weeks into development of ZOS for the iPhone and iPad. Saxon has been getting his head around that crazy Objective C code (it looks even more foreign to me than “normal” code) and has managed to get zombies animated on top of Google Maps, with directional movement, panning and pinch to zoom. Have a look at a quick youtube video I uploaded:

We also had a bit of a set back where a bug or incompatibility was introduced with a new version of Google Maps. Saxon had to spend some time fixing this so that users could publish maps again.

The reason we are now focusing on ZOS for iOS is to fund development of our games and Binary Space in general. We are still only part time, and in order to fast track development we need money to allow us to work more days per week (hopefully all of them!). The app store is a great opportunity for us and we are going to be promoting it heavily and giving it most of our attention in the short term.

Keep your eyes open for future updates and videos on the forums and Facebook.

Regards,
Jay

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

BSG’s sponsor search and Flash Game License

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,
Jay

Zombie Outbreak Simulator Earnings Report

Greetings readers, I thought tonight I would contribute to the number of flash game earnings reports circulating on the www.

Since release on November 23rd we’ve had roughly 520,000 plays of Zombie Outbreak Simulator on the Class 3 Outbreak website. Today is Feb 24th, so that’s over the course of 3 months, with a good 200,000 plays being in the first few days, petering out to between 5-10k hits a day for the next month, finally settling down to around 1,000 plays a day now. Since we didn’t expect anywhere near the traffic we got, we probably missed out on around 100,000 hits worth of revenue in the first day, since we had no adsense or mochi ads ready.

As I just said, we decided to go with primarily Mochi Ads and Google Adsense, and according to most people you’d have to say we spammed our visitors with mochiads while they ‘played’ (watched) ZOS. We figured that since there was no way we could interrupt the game, we would opt for an ‘ad heavy experience’. We copped a bit of flak for it, and reduced the number slightly, but still not enough for some people as we continued to get some flames. Our feelings weren’t too badly hurt though so we continued on!

We placed google adsense adverts above and below the game in the common format you see most portals using, and adsense has earned us about double what mochi has. I have to mention and remind readers that this is from having the game played only on our website. Those figures would likely be far different if we had spread the game across the internet via portals. It’s hard to know how our adsense profits might have suffered, but I’m sure we would have made a lot more in total if we spread the game.

We released on Kongregate 6 weeks ago too, to see how traffic would go and also see what their revenue sharing was like. We’ve had 43k plays and earned $55, not a bad CPM at all.

After a couple months we also gave CPMStar a go, to compare it with Mochi.

So the totals so far have been:
Mochi: $373 @ 40c CPM
Adsense: $754 @ ~ not allowed to say, but “good”
Donations: $2…
Kongregate: $55 @ $1.1 CPM
CPM Star: $166 @ 27c CPM
Total: $1350

This is all on paper, since (and this could be important if you plan to make a living from flash games) payments are delayed usually by one month.

Why were donations so low? Perhaps because we were ‘ad whoring’ in the game? Hard to say.

We have spent probably 90% of that on various things, we weren’t exactly spend thrifts… we spent money on hosting, a copy of FLStudio, domain names, and a business name. We opted for the best host we could find, which certainly costs us too, but we didn’t want to have everything break down at the most opportune time. Goes to show that even a successful game can’t make much from ads (at least if only released on your own site). Still, we consider ZOS to have been a big success, and have high hopes for C3O when we do release it on portals.

It’s hard to know what sorts of play numbers we may have reached had we spread the game to portals, but due to the google maps API, the game is domain locked, which means great difficulty for portals getting a copy of ZOS working quickly and easily.

We will continue to post, next time on C3O’s financial status, a few months after that is released. C3O is currently being shopped around to sponsors and will be released very shortly. Stay tuned!

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

Zombie Outbreak Simulator is Out!

Zombies Infect Google Maps®!

Australia, November 21st: Flash game developer, Binary Space releases “Zombie Outbreak Simulator” (ZOS), a sandbox application running on Google Maps®. ZOS allows players to unleash waves of zombies on the unsuspecting people of Washington DC. Players can tweak a number of zombie and infection variables such as zombie speed, infection rate, number of civilians and shooting accuracy to create their own version of a zombie outbreak. Watch as up to 15,000 civilians are chased down, attacked and infected by hundreds or thousands of shambling (or terrifyingly fast!) zombies over a 1km square area.

Zombie Outbreak Simulator is Binary Space’s “teaser app” for their upcoming zombie RTS, “Class 3 Outbreak”, which also runs on Google Maps. Game designer, Jay Weston says, “ZOS and Class 3 Outbreak are by far the most ambitious games to be released on Google Maps, we can’t wait to see what the reaction is like. A large scale zombie infection has never been simulated like this before.” Programmer, Saxon Druce has coded each of the 15,000 map inhabitants to behave individually and interact with terrain on Google Maps, meaning that characters move under trees, around walls and into buildings, all while running at 30+ frames per second on very average PCs.

More details about ZOS and Class 3 Outbreak can be found on the Binary Space (www.www.binaryspacegames.com) and Class 3 Outbreak (www.class3outbreak.com) websites.

Advertising in Flash Games Compared to TV

I was pondering marketing and advertising (mochiads) in flash games, and got thinking about traditional advertising, like on TV for example. I think its a reasonable comparison, you might spend 30 minutes watching an episode of something on TV, and according to wikipedia, in America: “a typical 30-minute block of time now includes 22 minutes of programming with 6 minutes of national advertising and 2 minutes of local.” So that’s nearly a third of your time watching adverts for a free TV show.

When you consider flash games, you will see an advert at the start of the game for perhaps 5-10 seconds, and you could potentially spend up to an hour playing some games without seeing another advert. Sure, you have google adwords ads around the game that are always visible, but I think that’s quite different to having your entertainment experience completely shutdown while you must watch adverts.

It’s a very good deal when you think about it this way, for the players I mean. Flash developers in general are still not earning enough on average in my opinion, and sure if the developer only spent a few days or a week on a game or if its no good then you’ll close the game if an ad break appears. However for a quality, compelling game I think there’s nothing wrong with inserting ads into the game at strategic, unintrusive points. Most adverts are only appearing for another 5-10 seconds, so I think it would be reasonable to have ads appear up to 5 or more times in a long game, say an hour. In fact when I’m honest with myself I think it could approach tv levels of advertising time, why not? What will happen, is that if you have a poor game, everyone will leave on the ad break and that game will earn less. Fair deal in my opinion. If you think your game is of lower quality you could place less adverts to keep players around longer. If you have a great game, players will hang around in exactly the same way they do on tv breaks (or go make some food and come back). Advertising online in flash games also has potential that tv doesn’t, such as being interactive (even include other games), and being able to open other windows, research the advertisers product, and so on.

People seem to have big gripes with lots of adverts, but I think if your audience refuses to sit through a 5-10 second break every 15 minutes there’s something wrong with your free game. I’ve even read a lot of people claiming that people won’t play your game if it takes too long to load. Consider just how long the intro sequence/credits take for a soap, I feel people still have this thought that “if its on the net it should be free and fast no matter what”.

I could rant longer but you get the idea! What are we planning in our game for adverts? An initial loading advertisement as per industry standard, then 2-3 more in adbreaks which coincides with other events that halt gameplay. I think it’s reasonable, we are providing roughly an hour long, free game in return for players sitting through a total of maybe 20-30 seconds of mochiads. That’s a bargain!

Tell me what you think, and sign up for our newsletter on the right if you’d like to be notified when our first game is released.

Flash Game Development Journal

I’ve read a few great development diaries from other people such as Emanuele Feronato and I thought I’d do my own for Binary Space and for any other developers who are walking down a similar path. I’m not sure yet exactly what I’ll write about week to week, so I’ll just write when I feel I have something interesting to talk about.

Small Biz
At the moment our game is at very early stages, and we’re familiarizing ourselves with how the whole industry works. There’s just the two of us, a programmer and myself (artist/designer), so the whole thing is run very much like a small business I suppose, with the owners doing a bit of everything whilst trying to steer the ship. So yes we are in this to make money as well as make fun games. I have another business that is doing well, so I can afford to spend as much time as I like on the game. I’d say its one of the harder things to do, trying to perform your main roles whilst trying to figure out how to host a website, what is a CPM, what is a CPC, whats a good CPM/CPC, how much bandwidth will we need, what’s our game going to be worth, what’s a good company name and a million other little things. But I feel like I’m getting a reasonable handle on all of this now, so I’ll be writing about my expectations, thoughts and plans, without giving too much away about our game in the short term!

Numbers and Best Case Scenarios
I must admit I’m a little surprised at the numbers for flash games, specifically: the low cpms for advertising and high game hosting fees almost cancel each other out, and depending on various factors, my maths say that we will be either making a small loss on our homepage or a small profit. I’ve looked at a ton of dedicated host options and content delivery networks, both of which are fairly expensive. Then there’s also Mochi’s free hosting option, which I’m looking into closely. I can’t help but think there must be a catch, so I’ve emailed them to confirm!

Home Page Numbers
If we look at some exact numbers, a successful game can do 30 million plays in a year, and I’ve heard from other developers that they still get up to 5-10k visits a day one year after their game is released.
For this example, I’m going to take Mochi’s standard CPM (money they pay per 1000 views/plays) as a very reasonable 0.50c, and I hear Adsense is roughly the same for entertainment. So for the home page, getting 10k visits a day (yes this is best case scenario), you should expect to make an un-whopping $10 a day or roughly $3500 a year, possibly double or triple that daily rate in the first few months of release, I’m yet to pry too much into other developers to get this figure. Guessing numbers of views on your home page is always going to be mega-ballpark because it all depends on sponsor deals, your own marketing efforts, whether you were Dugg, how good your game is, and so on. So say $1-5k on your home page a year per great game…

Outside the Home Page
For everything outside your home page, you’ve got sponsorships and mochiads. For a game that does 30,000,000 plays, mochi might give you around $10,000, and you might manage another 5-30k from sponsor deals again depending on how much they like your game. I have little idea what the upper limits are for these guys, obviously they will be trying to part with as little money as they can, whilst you will be asking for as much as possible. Flashgamelicense.com is certainly a good site, in that it definitely creates a bit more competition among sponsors to get your game.

Wrap Up
So for a killer flash game you might make tops, $50k a year. That’s using the standard advertise, sponsorship, mochi route that most people take. Depending on how long it takes you to make this game, 50k is either paltry or awesome. Either way I swear money must be getting left on the table somewhere. I mean, 30 million or so plays in a year or two – that’s a really, really big number. If you did that in other game industries, you’d have a massive hit on your hands, but with flash you might make an average wage. Yes the scales are much different, but when you work out an hourly earn, its pretty average. Plus when you consider that other free games like Mafia Wars on Facebook are killing it to the tune of millions a month, the same should be possible to at least some extent with flash games.

You could say its a combination of a flooded market, mostly sub par games, and unfortunately low advertising rates that causes it, and that’s possibly true. However I’ve been in business for a little while, and while I mainly want to make fun games, I also find it fun and challenging to make money! So while our first game will follow the tried and true, standard portal/advertising/sponsorship formula, that will just be to get our bearings, get some experience under our belts, and then we already have some plans for something different for the next game.

Stay tuned and thanks for reading.

Other Sites
If you’d like to read some existing dev blogs/reports then:

Emanuele Feronato
Fun Face

Elite Games
Gaming your way
and
Gamasutra: “Wheres the Cash in Flash”
… are all great places to start.