Hi.

I'm guessing Jeremy will want to wade in on this one, but one improvement I would like to see in your issues with the window popping up for you to log back in when the internet goes off somewhere else for a while is to support automatically logging back in. With luck, it would be back again before the next request from the game, and play would be more or less uninterrupted. There's hope for improvements in that area, though I'm not sure if we'll end up with something like the token, token idea though that may be oo, see what I did?

Your suggestion for TKS (that's Traders of Known Space for any who don't know) is an interesting one, and though we hadn't yet thought about allowing local multiplayer we do want to eventually try and support internet multiplay in Expanding Known Space, which is another game we started development on 2 years ago but sidelined to do TKS, Interceptor and Yellowbonnet as they were easier concepts. I can't promise that we'll go right back to EKS, but we still have the code and design notes and are anxious to pick up development of that once again. We have at least one project on the front burner before that though, it'll probably be a couple of years. Right now we're working on something that, if it were an update to TKS, I wouldn't say so, "ahem".

Going back to the GD Client (that's Guidedog Client if anyone didn't make the connection there), I hope you find that your issues with it connectivity wise is only an interruption. Both Interceptor and Yellowbonnet should be willing to continue play after GD client is logged back in again. That is to say, if you're losing progress in games because of it, that would be unexpected behavior. Also, I am surprised to hear about how your settings didn't sync. This is definitely not expected. When you run Interceptor on computer 1, and make settings adjustments, those would be synchronized to the GD server then and there if you had an account logged in, otherwise they save to disk only. If you then load Interceptor on computer 2, the settings won't be synchronized unless you log into GD client before game starts. It is entirely possible that's what's happening, and though that's expected behavior it doesn't really make a lot of sense, that's something that could stand improvement. Probably the ideal solution would be that if you log in after game is started, or switch GD client to a different account, settings would be loaded from the newly logged in account on the spot. As it stands right now settings are loaded from the account only at game startup. Too, if you close the game or make any setting adjustments on computer 2 in our example after you've logged it in, the settings on computer 2 will be saved overwriting those made by computer1. I think it is safe to say this is something I want to work on improving. This is a limitation of VGA's implementation of Guidedog support more than it would be a limitation of the Guidedog service.

Finally, thanks for your feedback. We definitely like hearing these things, and we're always thrilled by how often the feedback is positive in some form or other. We really do take it all into consideration for updates in the games we already have as well as future games. That leaves me at the point where I'll say, if we seem quiet lately, it's because we are. I did have a busy Winter until more recently, but we're back at it now and I'm working on the code for something almost daily, when I don't have a headache like I do right now for instance.

Cheers, Aaron Spears, general Partner - Valiant Galaxy Associates Developing "very good audiogames" for the blind community http://valiantGalaxy.com Sent with Thunderbird 38.5.0 portable
On 2/9/2016 11:41 PM, Dakotah Rickard wrote:
Hi there. I recently purchased Interceptor.
I really appreciate the work that has gone into the game, and I
figured I'd just write here to say so.
I was wondering, though. I found the game fun. I wonder, though. Is it
possible, when you update the game, to grant us the awesome
opportunity to fly different kinds of ships? I ask this, because it
seems like ship are put forth as objects of a general ship class. If
that's the case, wouldn't it be possible to have the player ship
simply be a different object of that class, which would require almost
nothing in terms of a rewrite.
For example, wouldn't it be fun to be able to choose your ship type
from the list of ships you'd destroyed, just for additional fun and
replay?
It'd be a simple update, too, if it's written as I imagine.
Also, the Guidedog games thing is a great way of discouraging pirates,
but it's also discouraging me. My internet sometimes blinks out, and
then I have to log in again. Also, it didn't sync my settings across
devices.
It would make since to have such rigorous security on a game with
micro transactions, but this game is a buy once and play. I don't mean
that people should just be able to go forth and do whatever.
I'm looking at two scenarios. First, the client seems to disallow
simultaneous play on multiple computers, at least without a little
extra trouble. In a legal, moral world, that isn't generally a
problem. However, might it also be possible to generate some kind of
token on a machine that says it's ok for it to play the game, even
wthout internet? Then, when you're ready to play it somewhere else,
you connect that first computer up and release the token. That way,
people like me on laptops and such can enjoy the game, even if
internet is wonky or unavailable, such as in a car.
Frankly, I have access to three computers, and I'd love to have a game
going on each, just for comparison's sake, and the token idea would
kill that as a possibility, but it's better than a window popping up
every few seconds because my internet blinked.

Also, I've gotten back into Traders of Known Space. I wonder
something. How hard would it be to turn that game into local
multiplayer? I don't mean involving yourself with network scripting,
though that would be a fun, if ambitious idea. I mean, what if you
could have more than one career going at a time? It'd become a sort of
economy board game, pitting player against player in a race to make
money and outwit their opponents.

Anyway, this email has sort of devolved. It really is mostly meant as
a congratulations for making more space games. I rather like what's
been done so far and am looking forward to future VGA titles in this
timeline.

On 2/9/16, valiant8086 <valiant8...@gmail.com> wrote:
Hi.

Nice one! You found a bug, looks like we need to improve the display
readout so it says 0 minutes or something similar when the game's length
is right on the minute, 00 seconds at the end like. We do hope to update
Interceptor and have some of the planning already laid out for it, but
there are a few other VGA projects getting more love at the moment.


Cheers, Aaron Spears, general Partner - Valiant Galaxy Associates
Developing "very good audiogames" for the blind community
http://valiantGalaxy.com Sent with Thunderbird 38.5.0 portable
On 2/9/2016 3:58 AM, Shaun Everiss wrote:
Hi all.
Well this is a first for me.
I started playing some older games.
This is my stats with intercepter
Statistics for Playthrough of the Interceptor Game, on Version 20
(normal mode)
The game lasted 52 minutes and  and ended on Tuesday, February 9, 2016
at 9:54 PM - The player beat the game! woohoo!

6 epsilon, 10 delta, 3 gamma, 0 beta, 2 alpha, 1 tanker, 1 command and
control and 1 mother ships were destroyed, for a total of24.
The interceptor destroyed 17 vessels with just one attack, and 6 with
two. It fired 33 shots and 0 rockets.
The interceptor took 40 turns, traveled 1284250 meters, consumed 3249
energy and it's reactors produced 1248 energy. Opponents took 20 turns.
Final level reached: 10, final score: 292000!

These stats were all with using the neutreeno cannon.
I never used the partical beams or rockets.
I never met any betas and those can be tough, I met a lot of drones,
and damage was minimal.

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