Please note: This page may take a little while to completly load. This is due to the
amount of graphics that have to load and their total k sizes. I'll probably split this page up
into multiple pages in the near future.
KITT's dash as he is talking to Bonnie via remote telemetry.
Bonnie is replying to KITT's communciations via remote telemetry.
These are amongst the first images the player sees as the game loads up. The purpose of these screens is to inform the player about how the Knight Industries Two Thousand was stolen by his arch-nemesis, the Knight Industries Roving Robot, and how K.I.T.T. is making his escape.
This scene is planned to be the backdrop for Michael's karate fighting area in the final stage
of the game. As you can see, it is incomplete. Note how the ground area looks somewhat 3-D. That
is actually comprised of 15 very long and separate graphics to give the backdrop multiple areas
of movement to add to the depth effect. This effect is also planned to be used throughout most
of the game's stages. With it, movement, depth, blind rolling hills, streams and curves become
much more real from the player's viewpoint.
These are the various images of what the appearance of the first stage of the game has gone
through during the first year of programming. Note that it does not incorporate the use of the
multiple ground moving graphics. For now, I am planning on leaving it that way, as a systems
test for the Beta run of the game. If Beta testers have running or flicker problems with the
moving ground approach, it may be abandoned for the inferior visual design approach used in
Level 1.
This is a behind-the-scenes look at the level editing tool that is being built, in order to make level editing easier to do that with just raw data trial and error. This tool may do more and even be usable by the player in the future.
This is the first attempt at making the damage detection radar system.
Here is KITT smashing through all the roadside attractions...and not taking damage. At the moment, only the checkmark indicators are triggered when KITT makes impact. With a little more work, KITT will be taking the consequences for doing that. Also note how drunk KARR is driving. His AI is pretty poor, right now. The traffic doesn't approach, at the moment.
This is a behind-the-scenes look at the Option Screen. Normally, most of the controls will be hidden and unusable by the player until they learn a password or two. Also, the screen will never look quite that crowded.
This is a shot of what the keyboard setting screen currently looks like. Note how the background image appears to come thorugh the buttons. This wasn't as easy a trick to pull off as it looks like. Each section of the graphic had to be copied from the button's exact spot and designed to appear to fit. This screen also needs the gas pedal controls added in.
This is the Sound Track screen. Normally, this interface remains behind the scenes as it operates the games music and sound effects. While the screen's visuals are a little lacking, it really is fully functioning right now. This screen can allow the player to select which song to play, test sound effects, play a random song, choose which songs can not be played during the game, and mute the songs feature, altogether.
These are the images of KITT and KARR, as they currently exist in the game. They are expected to be upgraded in image quality, if possible, in the future.
And, here are just a few of the rolling credit scenes present at the end of the game.
This is what one of the sub-games looks like. This one is a totally self-contained emulation of very old and valuable hand held Wild West shootout game. (I'm told the box alone is worth a good sum.)