I know the answer properly, but any chance of a Macintosh port? OS X seems to make it easy for people to do so.
No promises, but a later port to OS X could be a possability.
Here's a question i want to ask you msken.What options have you built into kitt?laser(I know its not usualy in kitts arsenal but i still want it),spm mode,ski mode,is there a free drive mode like in snes?
I'm not even sure what KITT will be capable of yet, but thats the last bit of programing my buddy Dan is working on as far as coding goes. The physics we have for the game are on the same level as Davilex. They use Havock Physics, and we are using the same. I'm not 100% sure what you mean by free drive, because as I stated above its just like GTA, and in GTA you walk or you drive freely as you want. Can you drive other vehicals? I'd like to put in RC's motor cycle myself just to play with motor cycle physics feature we have. lol I'm thinking of making it to where regular cars take alot of damage where as KITT takes very little damage but he can still get hurt. I think I just may use a shield resource and make it the MBS. I think it would ad a neat arcade style portion to the game if Michael had to take kitt back to the semi every now and then for repairs. (I never said this, but on the wilton knight grounds you'll be able to find a locked garage, the same one from the pilot, and inside you will find KARR locked away in his room, and you will find KIFT. Guess what you can drive any car you want as KITT!)
umm i have 1 more comment, you know that gta3 took over 50 programmers and 2 years to make, but then again it has 72 missions, 3 huge lvls, and ton and tons of little missions
Lets look at the main idea behind GTA3. Get in and out of cars. Walk around with weapons. They took the basic 3d shooter and added a racing game to it. Its been done before. Either way, its not that hard of a concept. At least not with the engine I'm using, which let me remind you is an Open Source SDK. That means we pretty much have an Unreal 2 style engine at our hands already programmed and tricked out to handle the latest in graphics technology. We just go and add the code that bennifits us to make a Knight Rider game. And to be honest, a Knight Rider conceapt is not that hard to achieve. We have the RPG style interface. So what does a completed engine really need programmed into it to be a Knight Rider game?
1. A Menu System (obviously) (Done)
2. Graphic User Interface/An inventory (65% Done)
3. Camera angles (Done)
4. Car Physics (Done)
5. Style switchers (from 3rd person, to vehical simulation) (Done)
6. Missions (10% Done)
7. Effects (80% Done)
This stuff above isn't that hard to achieve. For example the c-script for Michael to get in and out of KITT is:
Code: Select all
action my_car
{
my.enable_impact = on;
my.event = player_to_car;
}
This gets attached to KITT or whatever vehical I want to make driveable.
Code: Select all
function player_to_car()
{
wait (1);
ent_remove (me);
player.shadow = off;
player._MOVEMODE = _MODE_DRIVING;
player._FORCE = 1.5;
player._BANKING = 0.1;
player.__SLOPES = on;
player.__WHEELS = on; // rotate only when moving
player.__JUMP = off; // the car can't jump
player.__STRAFE = off; // can't strafe
player.__TRIGGER = on;
astrength.pan = 1.5; // decrease rotation speed (pan)
car_entity.visible = on;
while (key_space == 0) {wait (1);} // press space to switch from car to player
temp.x = player.x - 100 * sin(player.pan); // check to see if there is an empty space (near the car door) to deploy the player
temp.y = player.y + 100 * cos(player.pan) ;
temp.z = player.z;
ent_create (car_mdl, player.pos, create_car);
vec_set (player.pos, temp);
car_entity.visible = off;
car_to_player();
}
entity car_entity
{
type = <kitt.mdl>;
layer = 10;
view = camera;
x = 20;
y = 0;
z = -60;
}
This is the code that places Michael inside the car when ever he touches it.
Code: Select all
function create_car()
{
wait (1);
vec_set(temp, my.x);
my.pan = player.pan;
temp.z -= 2000; // trace 2000 quants below the car
trace_mode = ignore_me + ignore_passable + ignore_models + ignore_sprites;
my.z -= trace (my.x, temp); // place the car at ground level
my_car(); // start the action again
}
function car_to_player()
{
player._MOVEMODE = _MODE_WALKING;
player._FORCE = 0.75;
player._BANKING = -0.1;
player.__SLOPES = off;
player.__WHEELS = off;
player.__JUMP = on;
player.__DUCK = on;
player.__STRAFE = on;
player.__BOB = on;
player.__TRIGGER = on;
astrength.pan = 7; // restore the original value in move.wdl
}
The above code simply tells Michael to take back on his human like abilities when he exits Kitt or any vehical he may have encountered. Now this is a crude example, we wrote a much better script for the game, this one here would work though.
For those who know computer programming, it isn't the number of programmers that counts, it is the quality, and Ken and his team have been developing this for a pretty long time.
So very true. This game has been in the works for quite some time, but now I'm more confident then ever with this new game engine it can be done and done some what quickly.

Thanks for all your questions guys! Hope I helped to answer some of them for you.
-Ken