.Kkreiger..the game that shows the power of "procedural content generation".
it is ONLY 96KB but gfx is..see for yourself:
this screenshot doesn't do justice imo. the weapons are MUCH MORE detailed in game.
The "official" minimum specs for .kkrieger: chapter 1 beta are:
- A 1.5GHz pentium 3 / athlon or faster.
- 512MB of RAM.
- a GeForce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card supporting pixel shaders 1.3, preferably with 128MB or more of VRAM.
- some kind of sound hardware.
- DirectX 9.0b.
however, there's bad news: due to an unnoticed build error in the actual released version of .kkrieger, there are severe shadow bugs on Geforce4 and Radeon8500/9000 cards. the game should be playable, but everything will be way to dark.
the full list of known bugs (which will of course be fixed in the final version) is:
- shadow bugs on GeForce4 and Radeon8500/9000 cards.
- "everything is red" bug on some NVidia Card/Driver combinations.
- sudden big framerate drops that go away when a certain monster gets killed.
- several collision bugs.
- alt-tab doesn't work properly.
- crashes during the "loading" phase.
makes extensive use of procedural generation
- 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 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.