What follows is a summarized version of the list sent to Davilex.
I'd just like to say a big thank you to everybody who mailed me with suggestions. I received around 250 mails, so what follows is your combined efforts.
(Note: If anyone has any suggestions that aren't below, feel free to mail me, and I'll do my best to forward them on for you. Also, alot of you suggested the same ideas, so don't start arguing over who thought up what idea... lol)
Enjoy...
...and lets hope our ideas get incorporated into the finished game!
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Suggestions for Knight Rider II
**Graphics**
KITT should be modelled more accurately, and a deeper shade of black - so to speak. At times he would look blue, or grey in the original. The dashboard should be far more detailed this time. E.g. The voice modulator should be used properly, and Michael's hands on the wheel would be a bit more realistic also. The taillight cover should also be used on the rear of the car this time. The red braking lights should only be seen whilst braking. Images can be provided if necessary.
A better variety of environments. Nearly all the levels in the original were of a desert theme. Perhaps some missions in forests, cities, and highways. Or even familiar locations, like the Foundation mansion. In addition, changeable weather would be interesting (rain, snow, fog). Night missions would also be good, enabling us to make proper use of the night vision mode. Being able to switch the headlights on and off would be useful also (for stealth purposes).
Widen the roads a little. Collision with traffic was often unavoidable in the original. We need more space to manoeuvre around them, and other hazards. Perhaps some pedestrians... but not if this will slow the frame rate of the game engine.
Mission briefings could be made via FMV in the cars's on board dash monitors. This would be true to the series. In addition, FMV or FMA should be used to build the story, instead of those static screen images in between missions in the original.
The game engine should be graphically spruced up, perhaps by offering a higher frame rate.
**Sound**
The inclusion of more exact sound effects. For example, KITT's familiar turbine engine sound was sorely missing from the original.
Use of original music from the series. The original theme tune, backdrop themes, plus 80s pop songs. (perhaps a radio on KITT, like the one from the Grand Theft Auto games)
Less wheel screeching around bends. Its a bit over done in the original.
An attempt should be made to get the original actor's voices on board, but this of course is dependent on budgeting. If it will detriment the overall quality of the project, then obviously this should be avoided.
**Gameplay**
Easily the most prominent suggestion (nearly everyone suggested this), Michael Knight should be playable as a character. Being able to get in and out of cars. To call KITT to him by com link. To be able to engage in hand to hand combat. To change his clothes constantly. To sneak around, being a detective. Just like the series. After all, Knight Rider was the world of the man who did not exist. He was the main character!
The car's handling needs a lot of work. KITT replica owners suggest your team drive a Trans Am before coding. KITT is supposedly the most advanced car in the world. He should have far better grip than he did in the original, and less understeer. A "Gran Turismo" level of realism would be ideal. KITT should be swift, not like a tank...
Super Pursuit Mode. Again, when KITT entered SPM, the aerodynamic parts were to increase downforce, thus he had the grip to take corners at 300+ MPH. In the original, this was near impossible, due to a very "loose" rear end. Also, in the original his speedometer never really went over 180 - 200. It should be much higher this time. In addition, we should just be able to "switch" it on or off, rather than having to hold the SPM button down while driving. It should also last alot longer, perhaps be unlimited.
Acceleration. KITT should have a much faster acceleration level this time. In the original, his supreme acceleration didn't really kick in until around 70 MPH. Also, his top speed should exceed 120 MPH.
The turbo boost should be variable. A simple tap giving you a slight jump, or holding the button down will give a very lengthy jump. Perhaps an ability to make simple "speed boosts" too. (i.e. no jump)
The scanner should have a more prominent role. Perhaps scanning for weak points in a large object. (e.g. Goliath)
Some missions should start/end in a moving Semi. Bit of a challenge there...
The inclusion of a handbrake. Simple, but effective.
A rear view mode. Would be handy at times. (e.g. reversing)
Some deformable structures. How many times did you see KITT going through a wall in the series? Lots...
A mission where KITT or Michael gets kidnapped, and has to be rescued. This would force the player to have to adapt their style of play, without having the skills of both characters.
The game should be far longer than 15 missions. For some of us, even playing on Hard, we finished the game in 2 hours. There was very little replay value either. Therefore, we expect at least double the number of levels, plus an increased level of difficulty.
More of KITT's abilities should be used, and a wider variety of missions. Not just chasing vehicles, and finding other ways to defeat enemies rather than just "smashing" into them would also be helpful. We would certainly like to see less jumping around on crates and roofs - this isn't supposed to be a platform game. As the game progresses, perhaps there could be a points system to "unlock" features for KITT. The better the player does, the more stuff they can unlock. E.g. the laser, grappling hook, silent mode, convertible mode, oil slick, smoke... etc
Garth, KARR, and Goliath (with trailer this time) should all return. Some new villains would be welcome as well though - perhaps human villains, so Michael can take them out in hand to hand.
**Extras**
The ability to play as KARR. Perhaps carrying out missions for Garth. Goliath would be KARR's Semi so to speak. This could offer the possibility of cross over missions. Seeing the game from KITT's perspective, and then KARR's perspective.
Upon completion of the game, you can unlock an editor. Offering the ability to alter the colour of KITT and KARR in the game, or adding decals, changing the scanner colour etc. Perhaps the ability to build a simple test arena too. (like the Stunt Constructor mode in the game Stuntman)
A 2 player mode. Perhaps head to head racing, duelling, or even some co-operative modes. The ability to play as all major vehicles would be most welcome, as well as a few special ones. E.g. Goliath, KIFT, RC's Bike, the semi, the Juggernaut, the white KITT from Junk Yard Dog... etc. These vehicles could be unlocked by playing through the game, or perhaps by collecting Knight Logos hidden throughout the levels.
A free roam mode. This should be a huge area that players can just mess around in with all the various vehicles. Plenty of places to perform awesome turbo boosts, to try out the top speed of their vehicle, etc. This sort of mode was sorely lacking from the original.
A better attempt at support for the various operating systems for the PC version. Many players with the latest video cards were experiencing "abysmal" frame rates from the original game. If compatibility issues are still prevalent at release, we will expect a patch shortly after.
Release on more platforms. PS2 and PC are obviously essential, but the X-Box, GameCube, and GameBoy Advance should all also be considered.
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Any feedback I receive, I'll let you guys know about.
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