I havent been a while at the daily click, i just wanted to announce i am back, and will be again joining the community so i can say useless stuff to people and what so on. Anyway i was unsure whetever to write a comeback post, since i was gone for only a year or so. But there it is.
And also since i was absent i was still clicking hard on my games, so some trailers and news will come shortly along aswell.
I also left TDC/Click products in general when I started Uni... They kept persuading me to move onto more "industry standard" software, which I did. But now I've come crawling back to MMF. I love it too much!
I tend to just pop on here from time to time when I get stuck with basic events, or to say something uninteresting or that doesn't make much sense.
I approve of you being a Heavy Combat Pancake, btw.
Thanks guys, offcourse there is new artwork and codework aswell, there is an expansion to shields of fate coming, and i will be revealing soon my uber main project of the latest which is grandlike awesome.
Smr - offcourse i am open to any collaboration if you have something awesome in mind.
Oh, it says Dragon hunt because at first i just wanted to make an expansion of shields of fate: Dragon hunt where you hunt dragons, but almost at start i changed my mind.
Basically it's still technicaly an expansion since i didn't change the engine, just improved it a bit. But i changed the name anyways into shields of fate 2.
Originally Posted by -UrbanMonk- @Chloe, that's because it is. The gameplay is exactly the same, but I've added some new elements that weren't in the original game. Also all the levels (minus 2 clone levels) are completely different.
Chloe: Yeah the "compass" is just a placeholder thing. It actually just shows your total movement angle, there's supposed to be another indicator on it showing your relative velocity angle i.e which angle you are accelerating towards. It will also be incorporated in the final crosshair/cursor instead of the bottom left. The small image is just a rough concept of the "fleet logo".
Thanks for the tip, but I opted to not use any shader on the elongated stars to minimize cpu usage. Why the ends look so jagged is because the stars are scaled up 3x3 stars with an alpha channel. During gameplay they look great and blend with the background.
The game is long ways from anywhere near including all elements.
But the main idea of the game is to unravel the mystery of an energy pulse emanating from the center of the galaxy, to do that you need to explore, trade and do missions to be able to upgrade your vessel, dogfight in space(!), handle strange star trek'esque anomalies, fight larger fleet vs fleet battles and a bunch of other stuff.
So in short, fly around and shoot stuff.