@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.
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".
Just a little detail; the end's of the laser/plasma beams seem weird. Why not use the add effect in this? Look at the bullet at down in the picture. I use add effect on fires and explosions.
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.