Knight Rider The Fan Game Demo
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Knight Ridermight not seem like the most obvious licensed property to base a game on. When you get right down to it, the original 1980s television show was about a talking, crime-fighting car that could do tricks. Revo uninstaller pro serial number. The car in question was KITT (the Knight Industries Two Thousand), and it could get up on two wheels, jump over things, and perform other ridiculous feats that were usually specific to the plot of any given episode. And developer Davilex has tried to implement these car tricks in Knight Rider for the PC, making for a strange game that’s almost like a cross between a traditional racer and a platform-jumping action game.
The levels are laid out like stunt courses.
Knight Rider has two types of missions: those that require you to race, and those that require you to explore. In this respect, it is similar to SCi’s violent car-combat game Carmageddon 3. It is also similar to Carmageddon 3 in that the racing sections are fun, but the exploration sections are tedious. Unfortunately, you often have to do both in any given mission. Knight Rider isn’t a bad game–it’s just too short and too repetitive. Most missions will require you to chase a helicopter or another car, drive around a compound and scan buildings, or both. The game is full of time limits, requiring you to “Stop that helicopter!” or “Get to the transmission station!” in some short period of time. It’s usually not very difficult–in fact, for some reason, the time limits are really only a factor in the training missions. The “hard” difficulty setting makes things a little more challenging, but on the easy or normal settings, you can finish all the game’s missions in one or two tries.
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Hey guys,I know a long time with no news from me. A lot of stuff has been going on with the personal life, and I'm no longer able to work, so now I have a lot free time for hobbies and have been really putting some work into my old fan game project. Originally I was aiming for a GTA Clone where you could drive KITT, and also walk around in a free roam environment as Michael Knight. Of course this could lead to you to create your own cool side story and not even worry about playing the missions. Well the trouble was I bit off way more then one guy could ever chew for a fan game. I got pretty far but at the same time looking at everything that would need to be coded and all the NPC's, a believable living game environment, the crowd simulation, AI Behaviors, mission editor, all the while making sure it could run on older software, and also work on pc and mac.. so on and so on was just way out of my league by myself. But I'm not giving up.
Originally when I started this project many years ago I originally wanted to do an old school point and click adventure game with some RPG elements. (Think 'Day of the Tentacle' or Full Throttle' or even the new 'Back to the Future Game' from Telltale') I've gone back to my roots and this is what I have been working on for the past few months.
The game starts out as though you are in a fictional episode from Season 3 of the classic Knight Rider series taking place some months after KITT VS KARR. My game starts with a distress call from Devon alerting to you and KITT that Davey and Sherry Benson with friends were visiting a small town in New Mexico. Davey is kidnapped by the same Bikers you ran into 3 years prior at White Rock. Sherry is frantically awaiting your arrival to New Mexico to lend Kitt and your assistance to local law enforcement. While Michael and KITT work together to gather clues, you will quickly discover this was no coincidence and nothing more than a simple diversion to set another grand plan into full swing..
What you are seeing here is the NPC Conversation system. Michael can run around and interact with other characters and objects. It works just as you would think. The story is told from a 3rd perspective top view. You use your mouse and keyboard, or you can use the mouse only to play the game. The choice is up to you, it will even work with game pads. On mobile you will of course use an on screen gamepad, and you will touch/swipe to interact with characters and objects. Michael I feel is very fluid in movement. Click and hold the left mouse button to make Michael move, and position your cursor to the direction you want to go. Michael stays center of the screen all the time, making the game enjoyable to play the entire Michael Knight experience with the mouse only. Literally anyone can grab the mouse and play. Left click on an object to interact. Right click to use an item or right click to perform an attack. Michael can kick and punch by default, and the game will actually calculate which would be more logical to use in a fighting situation. So if you are too far a way to land a punch, Michael will kick instead.
Second image here shows Michael taking out a Biker using the simple combat system and working to save Davey's presently unnamed friend. If you look below Micheal's health bar you will see a comlink. Collect 3D comlinks threw out the game environment to increase your overall fighting and detective skill accuracy and influence.
Talking to NPC's is important to get to the next key scene. Such as here, Davey's friend mentions seeing the leader going into a bar up ahead. This will trigger the bar scene sequence. This way you may acquire the evidence or item required to pass onto the next section of the level. KITT wont let you leave an area if you don't have what you need to advance on to the rest of the level.
An enemy being knocked out. Enemies will drop health and inventory items at complete random. Some enemies will give you 2 health items, some wont give you anything. Watch your health bar, if KITT has to revive you, you start again at the begging. (You do not loose your items or skill points)
Be smarter then your enemies, some enemies wont bother you unless you get in there way or range of sight. Pick your fights wisely.
I'd love to show you guys more, even a video of everything working, but I'm not comfortable at this present moment as this is all still being prototyped. If you guys have any comments, or want to hate on me for giving up on the GTA idea then go ahead and let me have it below.
For the common questions I feel will be asked..
Yes you will be able to drive KITT. The game will be split up into Michael and KITT missions respectively. Each character will have its own game play style. Michael is obviously a topview 3d Adventure/RPG, while KITT based missions will be more like the Davilex games.
No, I do not know when it will be 100% done. I do plan to have a HUGE portion of it done for the 30th Anniversary of Knight Rider and hope to have it on display all day for people to try at a KR event around the same time. That is if anyone will have me, lol.
The game is a work of fan art and is 100% FREE. I will make it available for PC, MAC, and later for Android. If I make it available for iPhone, I doubt it would pass the Apple TOS. Even though its free its still considered copyright infringement. I may be able to offer a jailbreak version if anyone would be interested. I highly doubt it will ever be on the app store anytime soon lol.
The game will be huge but I'm trying everything to keep it respectable. The first level already is 180mb. For mobile a lot of meshes and such will need to be redone for mobile target but expect mobile to be at least 50% the size of the pc/mac version.
And to the emails and pm's I have not answered regarding my models such as Goliath, Michael, Garthe, the Flag Semi, and etc, I do not wish to share my artwork at the present moment for mods such as GTA or NFS. My models are exclusive to my project, and I wish to keep it that way for now.
Also as far as the art goes, I am only using art I have made or purchased for proto-typing. So unfortunately you guys are stuck with my KITT mesh showing in the photo above. Unless Tobie gives me his blessing to continue using his KITT models from GTA but that is completely up to him.