
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