Dark Sun:

Shattered Lands

Role

Game Programmer:
Tools and Systems

Responsibilities

My first tangible role at SSI was working on a squad-based CRPG set in FASA’s Renegade Legion universe. For that project, I built several tools and systems, including

  • an input queuing and management system written in x86 assembly language for speed

  • an asset bundling tool called GFF (Generic File Format) and its game APIs that were used in Dark Sun: Shattered Lands, and Neverwinter Nights 1 and 2

  • a 2D tile rendering system (built on top of a low-level graphics library from John Miles) that supported tile caching, double or triple buffering, unchained mode, 32-bit memory-to-memory tile BLTs, and completely smooth scrolling - and it was super efficient for orthographic and isometric tile systems.

  • a tiny UI and sprite framework that handled pixel-perfect collision testing

All or most of these tools found there way into Dark Sun: Shattered Lands and subsequent SSI games, as well as Neverwinter Nights 1/2.

The GFF tools and APIs were long-lived and enhanced by my friends and colleagues Kerry Bonin and Kathy Bayless.

Lastly, to SSI I brought my extensive knowledge of developing in C and x86 assembly language, and helped them spec and install their Novell Netware 386 network.

Game

Dark Sun: Shattered Lands

Description

Dark Sun: Shattered Lands is a turn-based role-playing video game that takes place in the Dungeons & Dragons campaign setting of Dark Sun. It was developed and published by Strategic Simulations in 1993. It received positive reviews although released initially in an unfinished state.

Source: Wikipedia

Release Year

1993

Genre

CRPG

Platforms

PC

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