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Updated live from Wikipedia, last check: May 28, 2012 16:36 UTC (47 seconds ago)

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.kkrieger
Kkrieger screenshot 01.jpg

Developer(s) .theprodukkt
License freeware
Version beta
Platform(s) Windows
Release date(s) 2004
Genre(s) First-person shooter
Mode(s) Single player
Rating(s) n/a
Media 96k executable
System requirements Pentium 3
512MB RAM
Graphics card supporting pixel shader 1.3
DirectX 9.0b
Input methods Keyboard + Mouse

.kkrieger (from Krieger, German for warrior) is a first-person shooter computer game created by German demogroup .theprodukkt (a former subdivision of Farbrausch) which won first place in the 96k game competition at Breakpoint in April 2004. The game remains a beta version as of 2010.

Contents

Development history

.theprodukkt have developed .kkrieger since mid-2002, using their tool .werkkzeug (from Werkzeug, German for tool). They used an unreleased version of .werkkzeug called .werkkzeug3.

Procedural content

.kkrieger makes extensive use of procedural generation methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size. Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling. These two generation processes account for the extensive loading time of the game — all assets of the gameplay are reproduced during the loading phase.

The entire game uses only 97,280 bytes of disk space. In contrast, most modern first-person shooters fill one or more CDs or DVDs.[1] According to the developers, .kkrieger itself would take up around 200–300 MB of space if it had been stored the conventional way.

The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in real time.

Critical reception

The game won two German game developer prizes at the Deutscher Entwicklerpreis in 2006, in Innovation and Advancement.[2]

See also

References

  1. ^ A single CD holds up to 700MB — over 7,000 times .kkrieger's size. Unreal Tournament 2004 for example, which typically comes on DVD, requires more than five gigabytes, which is more than 50,000 times the disk space in comparison.
  2. ^ Deutscher Entwicklerpreis 2006: Hall of Fame -> Gewinner 2006

External links


Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

.kkrieger
Box artwork for .kkrieger.
Developer(s) .theprodukkt
Publisher(s) .theprodukkt
Latest version Beta
Release date(s)
Genre(s) First-person shooter
System(s) Windows
Mode(s) Single player
System requirements (help)
CPU clock speed

1.5GHz

System RAM

512MiB

Disk space

1MiB

DirectX version
Version 9.0b
  • GeForce 4Ti (or higher) or ATI Radeon 8500 (or higher) graphics card supporting pixel shader 1.3

.kkrieger (from Krieger, German for warrior) is a first-person shooter computer game created by the German demogroup .theprodukkt (a former subdivision of Farbrausch) and won first place in the 96k game competition at Breakpoint in April 2004. The game remains a beta version as of 2008. The game has also won two German game-developer prizes at the Deutscher Entwicklerpreis in 2006: Innovation and Advancement.

The entire game uses only 97,280 bytes of disk space. Much of this small size is attributable to the game's use of procedurally generated content. In contrast, most popular first-person shooters fill one or more CDs or DVDs, which may be over 7000 times .kkrieger's size. According to the developers, .kkrieger itself would take up around 200–300MB of space if it had been stored the conventional way.

.theprodukkt have developed .kkrieger since mid-2002, using their tool called .werkkzeug (from Werkzeug, German for tool). They used an unreleased version of .werkkzeug called .werkkzeug3.

.kkrieger makes extensive use of procedural generation methods:

  • Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data (possibly as low as ~300 bytes per texture at any resolution) and the generator code to be compiled into the executable, producing a relatively small file size.
  • Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling.

These two generation processes explain the extensive loading time of the game - all assets of the gameplay are reproduced during the loading phase.

The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in real time.

Table of Contents

Getting Started
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