“Inkling” is the science fiction story of a man named Gyro, a down-on-his-luck veteran of Planetary Defense, who also happens to be an amateur computer programmer. Desperate for a job, he signs a five-year contract when the Virtue Mining Corporation offers him a career on Joules, a far-distant mining planet. He goes through basic training with Skoots, a former high school sports star who has a major obsession with women. Despite their differing personalities and outlooks on life, the two men become fast friends.
During transport to the mining planet, a distorted hyperspace jump throws their spacecraft into an uncharted sector of the galaxy, thus placing the welfare of the crew and passengers in jeopardy. Hopelessly lost in space, Gyro has an idea, an inkling about how to use his programming experience to rescue the ship, but a mutiny erupts on board, making survival a race against time as their food supply runs out.
Read this book to: Learn why Gyro would want to sign up for an off-planet mining job. See how he develops ideas for programming his computer. Find out how to properly prepare for a hyperspace jump. Travel across the galaxy with a tough crowd of miners. Marvel at Skoots’ obsession with women. Learn a little about mining silver. And more.
By John D. Waterman
Publisher: Dennett Ink
Genre: Science Fiction
About The Author:
John D. Waterman survived a thirty-year career as an electrical engineer in the aerospace industry, working on a wide variety of projects including Space Shuttle star trackers, electronic guidance for heavy-lift launch vehicles, and failure analysis of electronic components. As a lifelong fan of Science Fiction, he felt compelled to try his hand at a story of his own. “Inkling” is his first published novel-length effort.
For review copies, author interviews, or more information, please contact:
John D. Waterman