- .kkrieger
Infobox VG
title = .kkrieger
developer =.theprodukkt
version = beta
released = 2004
genre =First-person shooter
modes =Single player
ratings = n/a
platforms = Windows
media = 96k executable
requirements =
license = freeware
requirements =Pentium 3 512MB RAMGraphics card supportingpixel shader 1.3DirectX 9.0b
input = Keyboard + Mouse".kkrieger" (from "Krieger", German for warrior) is a
first-person shooter computer game created by the Germandemogroup .theprodukkt (a former subdivision ofFarbrausch ) and won first place in the 96k game competition at Breakpoint in April 2004. The game remains a beta version as of|2008|lc=on.The entire game uses only 97,280
byte s 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 orDVD s. [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 fivegigabyte s, which is more than 50,000 times the disk space in comparison.] According to the developers, .kkrieger itself would take up around 200–300 MB 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.An earlier example of a demoscene production containing a game-like 3D engine and procedural content in a very compact form is [http://www.pouet.net/prod.php?which=482 Omniscent by Sanction] , a DOS-based intro from 1997, which is basically a fly-through of the first level of Descent in a mere 4,095 bytes.
The game has won two German game-developer prizes at the Deutscher Entwicklerpreis in 2006: Innovation and Advancement. [ [http://www.deutscher-entwicklerpreis.de/hall/gewinner_2006.htm Deutscher Entwicklerpreis 2005: Hall of Fame -> Gewinner 2005 ] ]
Technical achievements
.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 ofbox 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.Minimum system requirements
* 1.5 GHz
Pentium 3 /Athlon or faster
* 512 MB of RAM
*GeForce 4Ti (or higher) or ATIRadeon 8500 (or higher)graphics card supportingpixel shader 1.3
*DirectSound -compatible sound hardware
*DirectX 9.0b
*Microsoft Windows
* 96 KB disk spaceee also
*
List of free first-person shooters
*Procedural generation References
External links
* [http://www.theprodukkt.com/kkrieger .theprodukkt's .kkrieger site]
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