and now for something completely different...

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www.theprodukkt.com


.theprodukkt presents: .kkrieger (beta version), a game in 96k!

here's a screen:

produkkt.jpg
 
crappy game, but extremely impressive how the could do it on only
96Kb, looks really good..
AI is totally absent, no collision detection either cept some basic stuff..
But the point of it is the size, which is totally insane..

fits 14 times on a floppy..
 
Looks alright.. And the compression/size is amazing.

But, I don't think it's very practical. At least, not practical for todays developers. I doubt they would ever adopt it. With Hard drives hitting 250gb and higher, well, there is no motivation for developers to try small.
 
Nick Spolec said:
Looks alright.. And the compression/size is amazing.

But, I don't think it's very practical. At least, not practical for todays developers. I doubt they would ever adopt it. With Hard drives hitting 250gb and higher, well, there is no motivation for developers to try small.

I don't think developers are worried too much about coding an entire engine in asm anyway :LOL:
 
zsouthboy said:
I don't think developers are worried too much about coding an entire engine in asm anyway :LOL:

lol...old amiga days :)
But if you read the 'readme'....the 96k game is mainly written in C++ with only very small parts in asm.

I wonder how much space the engine and how much space the gfx take up there... (oups...forgot the music :)...still absolutely insane what they did..
 
Nick Spolec said:
Looks alright.. And the compression/size is amazing.

But, I don't think it's very practical. At least, not practical for todays developers. I doubt they would ever adopt it. With Hard drives hitting 250gb and higher, well, there is no motivation for developers to try small.
I think the main reason for this demo is another venue for the "64kb demo" guys. I'd say it's pretty neat in that respect, and if anybody else takes up the challenge of how good of a game can be made in 96kb, well, things could get fun :)
 
flexy said:
I wonder how much space the engine and how much space the gfx take up there... (oups...forgot the music :)...still absolutely insane what they did..

I think some of the textures are rather generated at runtime
 
While showing what can be done with less than 100 KB isn't very interesting for PCs, it is quite interesting for those contemplating the future of portable gaming. Distribution, feasibility of pay-per-play/pay-per-map or adventure schemes, et cetera - size matters.

The PC is simply a convenient demo platform for technology best exploited elsewhere.
 
.theprodukkt presents: .kkrieger (beta version), a game in 96k!
As someone on slashdot noticed, the screenshot you posted is actually larger than the thing itself.
Of course, Elite managed to fit the entire universe in a couple kilobytes...
 
cristic said:
flexy said:
I wonder how much space the engine and how much space the gfx take up there... (oups...forgot the music :)...still absolutely insane what they did..

I think some of the textures are rather generated at runtime
Oh, its almost all all procedurally generated, including some geometry.
 
Yep, all the textures and geometry are generated proceduraly at run-time. The sound is generated via a tiny soft-synth, that can create basic waveforms (sine, square, white noise) and uses a tracker-like syntax.

Some of their procedural texture generation algorithms are really good. I was looking closely at the wood-grain one, and it looks better than a lot of 3D Max plugins I've seen. Those Farbrausch boys should be selling it!
 
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