.kkrieger: Chapter 1
|.kkrieger: Chapter 1|
|First-person Shooter, Action|
|Retail Minimum Specifications|
Pixel Shader 1.3-compatible
| DirectX |
|International Release Date(s)|
April 10, 2004
|Awards | Changelog | Cheats | Codes |
Codex | Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches | Ratings
Reviews | Screenshots | Soundtrack
Videos | Walkthrough
GOG | In-Game | Origin | PlayStation Trophies | Retro
Steam | Xbox Live
.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]
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.