.kkrieger: Chapter 1

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.kkrieger: Chapter 1
Logo-kkrieger.jpg
Basic Information
Type(s)
Video Game
.theprodukkt GmbH
.theprodukkt GmbH
Freeware
Arcade, Action, First-person Shooter
Digital Download
Keyboard, Mouse
Microsoft Windows
Retail Features
Gameplay-Single-player.png
Retail Minimum Specifications
Operating System(s)
Windows XP
CPU(s)
Intel-logo.svg Pentium III
RAM
512 MiB
GPU(s)
Pixel Shader 1.3-compatible
Microsoft Windows DirectX
9.0b
United Nations International Release Date(s)
Microsoft Windows
April 102004
Awards | Changelog | Cheats | Codes | Codex
Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches
Ratings | Reviews | Screenshots | Soundtrack
Videos | Walkthrough

.kkrieger: Chapter 1 (from Krieger, German for warrior) is a first-person shooter computer game created by German demogroup .theprodukkt (a former subdivision of Farbrausch) which won first place in the 96k game competition at Breakpoint in April 2004. The game remains in beta as 2015.

Development history[edit | edit source]

.theprodukkt have developed .kkrieger since mid-2002, using their tool .werkkzeug (from Werkzeug, German for tool). They used an unreleased version of .werkkzeug called .werkkzeug3.

Procedural content[edit | edit source]

.kkrieger makes extensive use of procedural generation methods. 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 account for the extensive loading time of the game — all assets of the gameplay are reproduced during the loading phase.

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

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.

Critical reception[edit | edit source]

The game won two German game developer prizes at the Deutscher Entwicklerpreis in 2006, in Innovation and Advancement.[1]

References[edit | edit source]

External Links[edit | edit source]