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Kkrieger – A 96KB first person shooter

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Re: Kkrieger – A 96KB first person shooter

#21
post #17

~96 KB on disk, but how much in RAM?

From the wikipedia article:

The entire game uses only 97,280 bytes of disk space. In contrast, most contemporary first-person shooters fill one or more CDs or DVDs. According to the developers, .kkrieger itself would take up around 200–300 MB of space if it had been stored the conventional way [0]

[0] https://en.wikipedia.org/wiki/.kkrieger#Procedural_content

Re: Kkrieger – A 96KB first person shooter

#22

I wonder how many young people were inspired to take up programming because of the work of Future Crew, Farbrausch and the like. I certainly was, after experiencing what FC did with Second Reality. Props to Farbrausch for publishing so much of their code. In some sense, getting 1k colors out of a CGA is the contra-movement to node.js :)

Oh man, I haven't thought about Future Crew in a long time. Brings back fond memories.

Re: Kkrieger – A 96KB first person shooter

#24
post #21
post #17

~96 KB on disk, but how much in RAM?

From the wikipedia article: The entire game uses only 97,280 bytes of disk space. In contrast, most contemporary first-person shooters fill one or more CDs or DVDs. According to the developers, .kkrieger itself would take up around 200–300 MB of space if it had been stored the conventional way [0] [0] https://en.wikipedia.org/wiki/.kkrieger#Procedural_content

So after it generates all the assets in RAM, the game takes up 200-300 MB?

Re: Kkrieger – A 96KB first person shooter

#26

I wonder how many young people were inspired to take up programming because of the work of Future Crew, Farbrausch and the like. I certainly was, after experiencing what FC did with Second Reality. Props to Farbrausch for publishing so much of their code. In some sense, getting 1k colors out of a CGA is the contra-movement to node.js :)

Oh man, I haven't thought about Future Crew in a long time. Brings back fond memories.

Here's a nice nostalgia hit to throw on in the background while you're coding: https://archive.org/details/futurecrew-metropolis

Re: Kkrieger – A 96KB first person shooter

#28
post #23

Has anyone yet succeeded in running it on a modern computer? Last time I tried it I had no luck.

It's runs fine on Wine, albeit in the top left corner of the screen. You could probably get it to run full screen with the right wine startup parameters.

edit: wine-stable on ubuntu17.04

Re: Kkrieger – A 96KB first person shooter

#29
post #7
post #5

those are real gamedevs

No, those are real demodevs. Games are not about technical superiority - they're about having fun and projecting stories and emotions, just like any other art form.

No, they're real gamedevs. Much like Richard Garriott, they built their own tools, unlike every AAA company out there using someone elses engine.

These guys did the ALL of the work from the ground up. That's REAL development.

Re: Kkrieger – A 96KB first person shooter

#30
post #6

Fabian Giesen aka ryg, one of the developers behind .kkrieger wrote up a post about how they crunched out the last bytes to get it down to 96k. https://fgiesen.wordpress.com/2012/04/08/metaprogramming-for...

This is definitely the interesting part. My favorite bit is the features that were coded in, but are missing from the build because they weren't part of a test.
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