.kkrieger FPS - the future of PC Games?

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stumbled across this today, its called .kkrieger and made by a group called .theprodukkt

it's a first person shooter that is remarkably only 96kb in size.
the entire game is proceedurely generated (much like the game Spore will be).

the game is still in its early Beta stages, but they've got a demo up.
it's nothing riviting to play, and really isn't something you will want to play over and over... but the idea behind the compression of what proceedurely generated games can offer is superb.

this game that is only 96kb in size, would normally be around 200-300mb if made in traditional methods.

click here to download the demo
http://kk.kema.at/files/kkrieger-beta.zip

click here for official website
http://www.theprodukkt.com/kkrieger#24

full2.jpg


full4.jpg




remarkable how you can get all the lighting and textures, audio and gameplay down to a single 96kb EXE file.
 
Tis a very good demo - played it a while back - now carry it with me on my usb pen just incase ... its not as if its taking up much room :p

however this is *old* :o

*although it would be nice to see games get smaller, as ok we all have tons of hard drive space now but even so its long installing a 6gig game or what have you :p
 
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Saw this quite awhile ago its amazing, im just thinking, say you had a really decent graphics card but a naff cpu, would the game look crappy then?
 
I think procedurally generated content is a great innovation but I don't think the space saving is that much of an issue. We have plenty of space for games on modern computers so I really don't think that's a major concern. What I think is great about procedurally generated content is the ability for players to create their own content easily and to allow games to be larger as new content can just be generated without someone having to design it. Another issue is loading times. CPUs, GPUs and memory are getting faster and faster but hard disk speeds are becoming more of a limitation. With procedurally generated content games are no longer having to read so much from the disk.
 
Forgot about this, gonna play again now :D

It is amazing how they can fit it all in there :eek:
 
One thing I'd like to know about this, is how the content is created. Are the textures made in photoshop and then have some process done to them that is basically a form of compression, or do they come up with algorithms to generate patterns and then tweak the values to make the textures they want?
 
From what I think I understand from reading it, the textures are generated in the code somehow using, with very clever coding and a bit of black magic.

It's a great tech demo for the size of it, but I guess there must be some very very good reasons we don't have games out there that are so small in filesize yet large in content etc.
 
DaveyD said:
From what I think I understand from reading it, the textures are generated in the code somehow using, with very clever coding and a bit of black magic.
I know the textures are generated from code when you run the game but my question is which was designed first, the textures or the code?

From reading the site it seems the code came first and content is made using a program that allows you to build textures by combining multiple operations. Pretty impressive stuff.
 
How the size is achieved

.kkrieger makes extensive use of procedural generation methods: Textures are stored via their creation history instead on 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 realtime.

this is werkkzeug - the tool they developed and use to make the game proceedurely generated.
http://www.theprodukkt.com/werkkzeug1#28

it seems that you can import images from external sources and it will generate the code for it to be implemented into the game... from what i can tell anyway.
http://www.theprodukkt.com/werkkzeug1#28
 
Psyk said:
I think procedurally generated content is a great innovation but I don't think the space saving is that much of an issue. We have plenty of space for games on modern computers so I really don't think that's a major concern. What I think is great about procedurally generated content is the ability for players to create their own content easily and to allow games to be larger as new content can just be generated without someone having to design it. Another issue is loading times. CPUs, GPUs and memory are getting faster and faster but hard disk speeds are becoming more of a limitation. With procedurally generated content games are no longer having to read so much from the disk.

I read that DX 11 will focus on procedural content in games in order to make developing games quicker. Which should be good if it is true :)

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It was from here

There's this move to build richer and more complex content in the games, and so we're really worried about how much work it is for the end developer to achieve that. How many hours do artists have to spend to produce this much clutter in the scene? And how do I store those assets in memory—if they're higher resolution, do they just take up more and more space? Does it just keep going up at the square of the resolution? So that's moving us more and more towards some procedural techniques with the idea that artists spend more time "roughing it out" as it were. Building the form and the volume of the assets, and then rely on procedural techniques to fill in the detail.
 
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Vai said:
I read that DX 11 will focus on procedural content in games in order to make developing games quicker. Which should be good if it is true :)

Probably be like 2011 though aswell. :(
 
DaveyD said:
It's a great tech demo for the size of it, but I guess there must be some very very good reasons we don't have games out there that are so small in filesize yet large in content etc.

Its because it hogs your entire system.. When i played it several years ago you could just about squeeze double figured FPS out of it. That demo wasnt particularly intense either, the geometry was pretty simplistic with a few enemies and sprites..

We simply dont have the computers yet to make an entirely procedural FPS. Im fairly sure Spore isnt entirely procedural either, just lending the techniques for different aspects.
 
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