The Less Than 512kb Game!

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DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

The Less Than 512kb Game!

Post by DeM0nFiRe »

Hey guys, recently I was given a very odd challenge. I think it was originally given as a joke, but I decided to take the person up on the challenge anyway. The challenge was:

"Make a FPS with a distinct beginning and end that is less than 512kb. With a raft"

I thought it was pretty funny, so I got to work! This project actually started out using a stripped down version of Irrlicht (Hey, if anyone is interested I have a version of Irrlicht that is less than 500kb. The only problem is that all it can do is draw 2D primitives and textures, and can only load jpeg files) But Irrlicht was just too big, and doing some of the math I had to do was really hurting my head. Because of this, I switched the project to OpenGL!

Anyway, I am not quite done yet, but I've gotten far enough that I thought I would share with you guys what I have so far. I would give you a screenshot, but in this case a screenshot would take longer to download than the game itself :D The current filesize of the game is only 93kb.

So, here is a link: http://www.box.net/shared/ab461195kq

WASD to move, arrow keys to look.

If the movement is too fast or too slow for you, I apologize. I have not yet implemented a timer, so all movement is framerate dependent right now. If you do not like using the arrow keys to look, I apologize again. The next two features I plan on adding are mouse support and the timer.

Some of the features I *hope* to include are:
Physics
Multiplayer
Since I am calling an FPS, what the heck, why don't I add shooting?
A raft :D

-EDIT-
Forgot to mention-- it is Windows only at the moment, but it works just fine on wine, I am told.
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

Nice. But on my computer it moves really really fast. :D
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

Haha, yeah like I said how fast it moves depends on the framerate on your machine. I'll work on fixing that next.
Virion
Competition winner
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Post by Virion »

DeM0nFiRe wrote:Haha, yeah like I said how fast it moves depends on the framerate on your machine. I'll work on fixing that next.
try to use time-based movement instead
wITTus
Posts: 167
Joined: Tue Jun 24, 2008 7:41 pm
Location: Germany

Post by wITTus »

lol, not bad. I like it.
Try to get down to 256kb!
Generated Documentation for BlindSide's irrNetLite.
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
sudi
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Post by sudi »

all i see is a box :?:
is that right???
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

Yeah, all it is is a box.

@Virion: Yeah, like I said that is coming soon.

@wITTus: It's actually only 93kb right now :D
wITTus
Posts: 167
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Location: Germany

Post by wITTus »

I mean, together with Irrlicht!
Generated Documentation for BlindSide's irrNetLite.
"When I heard birds chirping, I knew I didn't have much time left before my mind would go." - clinko
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

The project does not use Irrlicht anymore, because Irrlicht is just too big. I took out everything that was not necessary and could not get it below 467kb
JP
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Post by JP »

it ain't a joke to suggest this, I've seen a fully implemented FPS game with loads of levels, enemies, models etc all packed into well under a meg! Pretty impressive stuff!
Image Image Image
twilight17
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Joined: Sun Dec 16, 2007 9:25 pm

Post by twilight17 »

Post this userbar I made on other websites to show your support for Irrlicht!
Image
http://img147.imageshack.us/img147/1261 ... wernq4.png
Katsankat
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Post by Katsankat »

That's pretty cool DeM0nFiRe.

Procedural textures is the way to go if you wish to keep a small executable. Perlin noise to generate grayscale images... texture blending, bump/normal maps generated on the fly...

Meshes can be generated procedurally. Embed the copy of a small mesh inside the exe, then build a town with it just by clone/move/scaling it automatic architecture

If you decide to stick to the FPS genre, and need help from me I could add the newtorking layer (3.5Kb client side)...
JP
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Post by JP »

That's the one! I had a feeling it was much much less than a meg but didn't want to overstate it!
Image Image Image
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