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This is the homepage of the computer enthusiast and half-assed software developer known as the Lobdegg.(incase that wasn't clear)
My name is Tamsin Lobdell Mugg. I grew up playing a lot of DOS games. My favorites were always Sierra Online's adventure games like King's Quest, Space Quest, and best of all Quest for Glory. As Sierra disappeared I slid into Myst and Riven before succumbing to the FPS fad.
#sorrynotsorry
But for the longest time Unreal/UT have been my go-to games and have shaped a lot of my coding habits. Granted my love of FPSes actually kicked off before that with Ken Silverman's Build Engine.
When he released the source code publicly I dived through it and again, it shaped my code and how I approached the challenge of designing engines.
Back when I was 13 my parents got me a copy of Borland Turbo C++ for Windows 3.0 and ever since I have spent a significant chunk of my life learning how to program video games. I have worked in Assembly (x86, 65c02/65c816, and MIPS32), C, C++, C#, Java, Lisp, Lua, Python, QBasic, and Visual Basic. At this point I've even designed my own scripting language which is what powers various aspects of my own games.
Sometime around 2018 I decided I wanted to actually complete a project and get it out into the world boxed and on physical media, even if only to a handful of individuals, and thus I began my trek into honest to Bob public game development with Spaceman Bob. I've always had like a dozen projects in my head at any given time, and perhaps the hardest part about this endeavor has been settling and focusing on a single project (which I have thus far failed at). Mix that with the occassional bout of executive disfunction and it's ended up taking me an embarrassingly long time to complete a project that should've totaled about 6 months. Ah well.
I wound up joining some DOS Games Jams over on Itch and churned out a couple of basic projects. Most only half completed at best, BUT! I did make one game that found it's way to not just being completed, but getting a full blown digital release: the Aching!
This project has of course spiraled out of control into a trilogy I've planned out. PLUS! Several unrelated projects using the same engine.
I hope folx out there enjoy what I put together!
You may be wondering why this page looks so Internet 1.0, well I figured if I'm making software for retro platforms, then I should write webcode that at least emulates a retro internet. I've also enjoyed the challenge of keeping the website functional and aesthetically pleaseing (at least to me) without the webcode becoming so bloated or to be so inundated with high resolution images so as to bog down devices or infrastructure. There does seem to be a lot of users out there who assume that the only use case that matters is their own, which happens to run on the toppest of top of the line hardware so why do we need effecient code or resources? Well I learned to code in the DOS days where 640k was a legit system restriction, so yeah, I'm going to code to my best ability to work within confined spaces where ever I can.