Re: [Audyssey] a few space games

2016-02-10 Thread valiant8086

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 

Re: [Audyssey] a few old space games

2016-02-10 Thread Jeremy Brown
Jeremy here.  I'm the design half, so i'm the stupid half as far as code goes.

Thanks for all the feedback.  We appreciate it.  As to Interceptor, as
Aaron pointed out, Interceptor has a plan to go forward which will
change the options for the game.  One thing we want to do there is to
change up the fighter some, and have enemies play smarter.  We hadn't
considered changing what form of ship you fly, but that is certainly a
possibility worth tihnking about.  Right now, we have two other
projects in process though.

As to TKS being a multiplayer possibility, that's an interesting idea.
If we went that route, we'd probably go the network route just to help
justify the GDG connection.  You're not the only person in the world
with wonky internet that dislikes that issue.  However, that said, we
also want to move forward with making GDG more interesting as an
option by adding some sort of leader boards or the like as well.  Any
work in that direction will have to wait until Dentin has more time,
so while we liked your ideas, it'll be a while before GDG gets a major
overhaul.

Our primary reason for using GDG, though many people seem to think
it's the security, is also to avoid a lot of the hassal from the
player's side about getting product keys, paying for games, and having
access to a game years after the fact.  Dentin requires companies that
use GDG to submit copies of the current stable code, so that he has a
way to continue providing product to customers who have legitimately
purchased a game.  As we have all seen on this list, sometimes real
life interferes with a developer's life or other issues come up that
make getting game keys or buying an old game impossible.  This system
avoids some of that.  Don't get me wrong, we want to protect our work,
but for us the ability to have a quick, easy, and safe credit card set
up and a way for our customers to retain the rights to the games they
have purchased outweighed the security issues.

If GDG is not allowing you to continue the game once you reestablish
contact, then something may be acting weird.  It was supposed to allow
you to continue the game once it had reestablished that you were
playing a legitimate copy.  That said, we'll look into it.

We hope to be releasing our current project later this year, and we
hope, it will continue to live up to the comments we've received about
the current crop of games.  Keep the critiques coming, they help us
improve the games, and we appreciate your input.  Take care,

Jeremy



-- 
In the fight between you and the world--back the world! Frank Zapa

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