Lemy Bytes Gaming

October 8, 2010
I no longer work for a gaming compnay. In fact, I'm currently not working at all!

In my plethora of free time waiting for call backs from recruiters and interviewers, I've decided to tackle the game again. Why not? One can only spend so many hours reading technical books, playing World of Warcraft or Lord of Ultima.

It's been three years since I last looked at the code, so I've had to make alot of changes just to make myself happy with it. Functionally, I've only changed a few items such as ability scores now impact skills and startup data loads on a background thread.

It is important to note that I care less about how it looks than how it works. If I can get everything functioning the way I want and get the engine stabilized, then I will worry about spending many hours designing a UI that doesn't suck. In the mean time, you are welcome do download and play with what is there, but you will not be awed by the graphics circa 1985.
August 19, 2009
Obviously, I have dropped this project since it's been two years and I haven't touched it.

However, I am now employed as a dev manager for a real game company and am responsible for all the developers coding on a multi-million dollar on-line game.
October 8, 2007
With my plethra of free time, I've decided to start working on writing games again. I have not actually completed any games that I've started writing since around 1988 when I was programming in BasicA on my Tandy 1000 EX.

I've started many games since then, but normally I get too busy and never finish them. Sometimes I start by writing down ideas and the beginnings of an outline, sometimes I start pounding out code. Either way, life just tends to get in the way.

This time, I started by writing a map editor and I've taken a more object oriented approach than I have in the past. Isn't experience and knowledge a wonderful thing?

At any rate, my goal is to upload weekly releases until I get bored.

As you may know, there are 4 parts to a version number. They look like this 1.2.3.12345. They numbers work like this:
  1 = Major Version
  2 = Minor Version
  3 = Build
  12345 = Revision.

In my versioning scheme, Major version will be a major functionality change. For all of my pre-alpha, alpha and beta NEW stuff will start with 0. Minor version will change with significant changes to the code. The Build number will be the week of development (if there were no changes, the number won't get changed). While the Revision will be auto number (the number of seconds since midnight) at compile time.

This weeks release is 0.0.1

Not much in this build:
  - Boring splash screen
  - Character creation, wow, you get to set the NAME!
  - Application of "Pool" points to ability scores
    - Left click adds 1 point
    - Right click adds 5 points
  - Rendering of Character sheet
  - Rendering of map in non-DirectX format
  - Walking around in circles
    - W or Up arrow to move up
    - S or Down arrow to move down
    - A or Left arrow to move left
    - D or Right arrow to move right

My intent is to build the engine and then make the graphics better. Well, make the engine, then come up with some kind of story line, then make the graphics better...bad graphics & good story are better than good graphics and no story...

I should probably put a forum in here, but that's not gonna happen. If you really must provide feedback, email me at lemybytes@lemcool.com where the mail can pile up until I get around to reading it. No really, I'll give all comments the consideration they are due. Of course, if you really want to, you can PayPal me money so I can really ignore you.
Castleon (v. 0.0.3) pre-alpha