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Palestar
Palestar is an small, independent company specializing in game development. Based in Austin, TX, USA, their goal is to make enjoyable games that can be played on the internet. Darkspace is their current project, which is due to final release soon. Palestar has also developed the Medusa and Resourcer programs.
Staff

Richard "Faustus" Lyle - President, Lead Programmer
Richard has been programming games since the age of 13, professionally since '93. He has worked at Origin Systems, Microprose, Kinesoft, and finally Logic Factory as Director of Technology. He has worked on Super Wing Commander, Prowler, Wing Commander III, and Kilrathi Saga. He has developed engines for Guardians: Agents of Justice, Masters of Magic II, Civilization III, and Seeker.

Shawn "Nimby" Foreman - Level Designer, Artist
Nimby was born and raised in the middle of the million square mile field referred to as the "heartland" of America. Having no outside stimuli he developed an overactive imagination. Now he is finally in a place where his twisted mind pays off, if he was not busy designing star systems and alien economics he would surely be sp'anging in the gutter and muttering his crazy talk at every passer-by.

Joey Santori - Art Director
Joey was previously the art director at Logic Factory, before that he was co-art director at the now defunct Microprose Austin Studio where he worked on Guardians: Agents of Justice.

Mike Washburn - Uber Artist
Mike has done work for other game companies here in Austin, TX including Digital Anvil and Ion storm.

Programs

Medusa
Medusa is a C++ game engine which is designed to be modular, cross-platform, and a complete solution for the development of a 3D game. Initially designed for a isometric 3D RPG, the engine is flexible and covers a wide range of needs for development of almost any type of 3D game.

Resourcer
Included with the engine is the Resourcer which is a tool that works in a multi-user environment allowing all game content to be edited and tested within the tool. This dramatically decreases development time, as changes to the game data can be made and tested quickly in real-time. The Resourcer uses plug-ins called Ports (short for import/export), each port builds a specific type of object. New ports can be made using the included Application-Wizard, allowing game specific ports to be added to the Resourcer.

GameCQ Chat Client
GameCQ is a multiplayer game client and server backend. GameCQ makes it possible for any game from small to massive to provide the necessary tools for playing over the internet.

The GameCQ client is written in C++ using MFC, with web content embedded into the application. This solves the problems with incompatible Netscape / IE java and plug-ins, now web based development can be streamlined by ensuring the web content for your game is viewed with IE only. Player chat is implemented in C++, faster than java. Chat also uses an embedded HTML control to display rich chat content, including pictures, colors, and even sounds.

Multiple lobbies for different games can be accessed through the client, each lobby having it's own user rights, chat rooms, and HTML content. Additionally, players can create their own private chat rooms within the lobby.

Games lists are updated dynamically within the client, UDP ping times provided for each game server. Tool tips are provided for each game server, providing more details on that server than could be displayed within a list.

The SDK allows games to communicate with the GameCQ servers, allowing players to send messages to others within the lobby or even other games.

The GameCQ Chat Client is currently for sale. For more information, email gamecq@palestar.com.

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