You're currently seeing 4 screenshots from .kkrieger (beta), a game in
96k developed by .theprodukkt. Before I annoy you
with loong and boring descriptions, best just download the file at
http://www.theprodukkt.com/files/kkrieger-beta.zip and see for yourself,
then continue reading (if it worked, which we hope :).
.kkrieger is a pure hobby project, produced in about 2 years of spare
time mainly by 4 people: Thomas "fiver2" Mahlke, Dierk "Chaos" Ohlerich,
Christoph "giZMo" Muetze, and me, Fabian "ryg" Giesen. About half a year
ago Sebastian "wayfinder" Grillmaier and Tammo "kb" Hinrichs joined us
to help out with the sound side of the experience :). It was released
the past weekend at the "Breakpoint 2004" demoparty in Germany and ended
up first place in the 96k Game competition.
Some technical details:
The game runs in 1024x768 resolution, in a 1024x512 window (convenient
widescreen aspect ratio and rendertarget size :)
We do full perpixel lighting on everything, with realtime stencil
shadowing (rendered at quarter resolution to reduce fillrate impact)
All Textures and Models are generated with procedural methods, and
were made in our own editor, the "Werkkzeug3"
We have a character animation system featuring some basic IK, so the
enemies can walk themselves.
The physics system is quite rudimentary, but fast and very simple
(verlet integration based)
Advanced particle systems :) - well, we have a lot of parameters to
tweak, we can attach particle emitters to arbitrary objects in the
scene graph, we can let the physics system handle particles (though
we currently don't), so I guess it's advanced enough.
A variety of postprocessing filters on the final rendered image, to
make it all look shiny and smooth (or gray and strange as in the
It's still a beta, and the code is ridden with bugs, some causing
dramatic slowdowns in certain circumstances, some causing the program
to crash. We're working on it for the final version, promised :)
Refer to our soon-to-be-updated website for more details.
Fabian "ryg" Giesen,