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View Full Version : .kkrieger, a 96k FPS game



Jalle
04-15-2004, 12:31 PM
Hehe the size reminds me of the Amiga days.
Check it out: http://theprodukkt.com/

/Jalle

caesar
04-15-2004, 01:29 PM
It looks more a virus program, with 96kb a real app with that images? I dont think so....a simple flash animation can reach 100kb easilly...I think its a .zip infected file

RiGLEY
04-15-2004, 02:12 PM
I've tried it. Its a brilliant piece of code. But be aware, that the system requirements are quite high - it has to generate everything.

Ztreem
04-15-2004, 02:26 PM
Not only the size of the game reminds me of the Amiga days, the whole game reminds me of the Amiga. :D
So small, yet so good! AMAZING!!!

JelloGnome
04-15-2004, 02:32 PM
All the textures are procedurals and it uses direct X.

Read more about it here
http://games.slashdot.org/article.pl?sid=04/04/15/1239203&mode=nested&tid=127&tid=186&tid=204

Brett H.
04-15-2004, 04:57 PM
I can't even get it to load, and I meet the system requirements (and then some). Any tips?

Brett

milkman
04-15-2004, 05:02 PM
this is no virus.

Barred
04-15-2004, 05:17 PM
An amazing bit of coding.

Lynx3d
04-15-2004, 06:28 PM
Well if you can make stunning demos with just 64k, why not making a game with 96k? :)

Unfortunately it won't work with my old video card :(

Exper
04-16-2004, 02:17 AM
Originally posted by Brett H.
I can't even get it to load, and I meet the system requirements (and then some). Any tips?DirectX 9.0b needed.

Red_Oddity
04-16-2004, 06:44 AM
Makes you wonder what's up with those 5 Gig install for games these days :D

Anyway, want to see something funny, CTRL-ALT-Del (makes the game hang up though) and see how big it has become in memory with the taskmanager (how in the??? it was 98kb right?)

Lamont
04-16-2004, 07:18 AM
Yeah, it's pretty cool. Has some issues with collision, but still cool.

Para
04-16-2004, 08:26 AM
Note: This message isn't actually a reply to anything, just more like what you would get if there was a "Would you like to know more?"-button ala Starship Troopers.
----
If you got interested about the technology used to create this game, check the following URL:
http://www.theproduct.de

That site explains a bit more in-depth about the Werkkzeug that was used to create the game. In short, it has made by a couple of demosceners with a tool that can compress gigabytes of data into one small .exe. In case you don't know what demoscene is, check these:
http://www.demoscene.info/
http://www.scene.org/dog/info.html#whatdemo
http://unite.com.au/~u6539a/tbb/demoscene.html

Jalle
04-16-2004, 08:29 AM
http://www.theproduct.de/

/Jalle

nm link above

caesar
04-16-2004, 12:58 PM
Originally posted by caesar
It looks more a virus program, with 96kb a real app with that images? I dont think so....a simple flash animation can reach 100kb easilly...I think its a .zip infected file

Yes, Im freaking wrong! But its incredible, how is it possible?! Do you know that winamp plugins? Some of then had cfg text files of 40kb, and when you downloaded the popular 3d go go girls plugins it was 2-3 mb...

Waw - I thought it was using proceduals, but what about geometry? and sound? How can they put all that in 96k...:eek:

sire
04-17-2004, 02:41 PM
Hehe, nice to see the waves have even reached this place :)

I know the guys who made this game for a long time, I also developed a commercial game with them once (Killer Loop). They made some quite stunning 64k intros, too (under the label "Farbrausch"), using their dedicated tool called "werkkzeug". The textures are generated in a crossover of a Dark Tree approach and kind of a Photoshop Action Script. The generation of the geometry is done the same way, only with polys instead of pixels as the result. A number of primitives get changed by certain commands. It's like an operation stack known from some 3d apps (not LW unfortunately). For the music and sound effects they basically recreated the Access Virus, a well-known virtual analog synthesizer, as a softsynth. So one could actually say, there's indeed a Virus inside, so to speak. :)

When kkrieger was released on the Breakpoint festival a week ago, I was there watching the 96k competition, already knowing the Farbrausch bunch would show some kind of an ego shooter. When the entry came up and I saw the result of their most recent effort, I instantly thought I was just witnessing a historical moment. I mean, this stuff looks no worse than other current ego shooters, but their technology is able to put all of this in less than 100 kilobytes! Just imagine what this could mean for virtual worlds of multiplayer internet games, where everything changes all the time a la Shen Mue...

caesar
04-19-2004, 11:20 AM
Originally posted by sire
Just imagine what this could mean for virtual worlds of multiplayer internet games, where everything changes all the time a la Shen Mue...

Imagine MMO´s (like Asheron´s Call, FF XI and World of Warcraft) with this technology! You cold enter a massive world on line with 500kb!!!!
Even net´s sites could be easily a 3d experience ....

Thanx evebody for the links, and explanations about demoscene ...its really revolutionary :cool:

Jalle
06-21-2004, 12:32 AM
Just noticed they released a free application...
havent tried it yet but Im sure its great as .kkrieger.

http://theprodukkt.com/werkkzeug1.html

/Jalle

Para
06-21-2004, 01:05 AM
I've been fiddling around with .werkkzeug1 (.wz1 from now on) and I must say that it isn't great, but it certainly is interesting and a nice tool when you think it's completely free.

The basic idea of .wz1 is that everything is done thru nodes. Or semi-nodes since the logic of the program is always from top to down, left to right. You don't connect the nodes by drawing lines between them, you just pile them up.

There are of course some limitations, for example as far as I know there is no way to use one node directly as an input for several node stacks (like a simple text node for a stack that makes the text distorted and another that makes the text glowing etc. (although you could pile those operations to one stack but hey, this is just an example)) but instead you need to use Store/Load nodes which I just don't like in the end.

What else, what else...oh yeah, .wz1 load .lwo:s.

Jalle
06-21-2004, 06:14 AM
Hey Para !

Thanks for trying it, Im still at work so I´ll have to hold my horses alil longer. It loads .lwo, cool !

/Jalle