Title: What? A 96KILOBYTE game? Post by: ConfusedUs on 2004-04-15, 16:13 This /. article (http://games.slashdot.org/article.pl?sid=04/04/15/1239203&mode=thread&tid=127&tid=186&tid=204) brought this to my attention.
Here's the homepage. http://theprodukkt.com/ (http://theprodukkt.com/) Imagine a game that looks as good (or better) as any game currently on the market, in nintey-six KB. This is insane. Title: Re: What? A 96KILOBYTE game? Post by: dna on 2004-04-15, 16:35 Looks cool from the screenies... have to try it out tonight.
Title: Re: What? A 96KILOBYTE game? Post by: ConfusedUs on 2004-04-15, 16:38 If you're not running at least a GF4, you'll run into some funky problems with the shaders.
Title: Re: What? A 96KILOBYTE game? Post by: Angst on 2004-04-15, 17:23 Things like this are why I've often wondered why the demo scene doesn't make games.
Title: Re: What? A 96KILOBYTE game? Post by: Phoenix on 2004-04-16, 05:50 I didn't know you posted this here and I had started my own thread.
Yes, it is pretty amazing. It does take a long time to load, and it runs pretty slow and choppy on my system, but it does look very nice. I have often wondered why this approach has not been taken sooner for data storage and world generation. Title: Re: What? A 96KILOBYTE game? Post by: ConfusedUs on 2004-04-16, 06:31 Ha! I'm faster than you!
Anyway, at least it runs on your system. It won't run at all on less than a Geforce4. GF3 and lower doesn't have the right shader capabilities or something. I get a world, but it's all cell-shaded red and yellow. You might like that, actually. Title: Re: What? A 96KILOBYTE game? Post by: Tekhead on 2004-04-16, 06:52 It looks nice, but it runs extremely slow, like com_maxfps 2 slow.
...and there was a clipping problem, and I couldn't move to a different room. =[ Title: Re: What? A 96KILOBYTE game? Post by: OoBeY on 2004-04-16, 07:18 Worked perfectly fine for me, no slowdown issues or anything. Too bad the final weapon never seemed to get any ammo, but I attribute that to the "To Be Continued" that appears shortly thereafter.
Title: Re: What? A 96KILOBYTE game? Post by: LeeMon on 2004-04-22, 23:59 As someone who works with prim-based modelling due to its file size, those spiders stuck out to me right away as something created from mathematical primitive geometric shapes, with a few booleans applied. The textures on these 96k demos have always looked pretty procedural to me as well, something you could create with a formula.
I think you'd be hard-pressed to create a conventional model (say a player model) with this technique. It's still highly impressive, though. (Note that I last saw this game a week ago, so if you turn around and point out something I missed... that's because I missed it.) ;^) Not knocking it at all, trust me. Just trying to counter the "why can't games be made like this, games are bloatware" argument. (EDIT: Which no one explicitly made, btw.) Title: Re: What? A 96KILOBYTE game? Post by: Dicion on 2004-04-24, 11:18 there is ammo for the final weapon, ya just gotta look :)
but yeha.. it is impressive... for 96k! :) |