Kkrieger Chapter 2 [hot] -
The team employed extreme optimization techniques: using modular C++ code, writing critical sections in assembly language, and developing their own code analyzer and a custom compressor called to shave off the final bytes from their 120KB prototype down to the competition’s 96KB limit. Developer Fabian Giesen later explained that the code was “initially designed with file size in mind by making it modular, using the right algorithms, storing data in the right way, and so on” before aggressively removing all unused space.
Farbrausch was a team of hobbyists and digital artists, not a commercial game studio. The immense amount of time required to optimize the Werkkzeug engine for a second chapter yielded no financial return. The team members eventually shifted their focus toward commercial software development, standard demoscene productions, and real-world careers. The Legacy of the Unreleased Sequel kkrieger chapter 2