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Author Topic: What? A 96KILOBYTE game?  (Read 8364 times)
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ConfusedUs
 

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« on: 2004-04-15, 16:13 »

This /. article brought this to my attention.

Here's the homepage.
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.
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dna
 
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« Reply #1 on: 2004-04-15, 16:35 »

Looks cool from the screenies...  have to try it out tonight.
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ConfusedUs
 

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« Reply #2 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.
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Angst
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« Reply #3 on: 2004-04-15, 17:23 »

Things like this are why I've often wondered why the demo scene doesn't make games.
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« Reply #4 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.
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ConfusedUs
 

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« Reply #5 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.
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Tekhead
 
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« Reply #6 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. =[
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OoBeY
 
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« Reply #7 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.
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LeeMon
 
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« Reply #8 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.)
« Last Edit: 2004-04-23, 00:00 by LeeMon » Logged
Dicion
 

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« Reply #9 on: 2004-04-24, 11:18 »

there is ammo for the final weapon, ya just gotta look Slipgate - Smile

but yeha.. it is impressive... for 96k! Slipgate - Smile
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