Assault

RebelStar 2000

By Matthew Smith

matt@dunelm.org.uk

Contents

Why Rebelstar?
Controls
Where next?.
Design issues
Registration
Release history

Credits


Why Rebelstar?

To me, Rebelstar is the best squad level, turn based game there has been. Since Rebelstar there have been numerous examples of the genre on many formats. The paradigm is XCOM, although I can also give mention to Fragile Allegiance, Incubation, Breach as well as Rebelstar's true successor, Laser Squad.

However, I feel that none of the later games attained the same fun as Rebelstar. Yes, they might be more in depth with research and more characterisation but that detracted from the essence of controlling the squad. Rebelstar had nasty knife fights in dark corners. XCOM had long range ambushes. I know which I prefer. As time goes on, turn based games are becoming more of a rarity to the two genres of real time strategies and small squad games. The natural sequels are probably those games like Commandos or Rainbow 6 which are certainly squad based but set in real time. However, I still find that they don't feel the same. Just losing one member of your team is a tragedy. Theres not much room for do or die efforts.

So here is my major attempt for the Spectrum-PC remake scene, not counting Horace IV. At long last I feel that I may be getting there. In fact if you are prepared to stand 10ft from the screen and squint, it is possible to imagine that I am there.For those who want to get stuck in, the controls are next. But I would appreciate it if you could read on for a while since I would appreciate people's help.

Controls.

The game.
Selecting a map and setting it up is easy enough. As yet the conflict levels doesn't do anything. To select units, either click on them with a mouse, select them using the green foward and backward arrows on the toolbar, or select the unit from the dropdown list on the forward button. Those units who have enough APs left to move are listed with a tick.

To move to a unit either use the number keys to move the unit manually, or select an unoccupied square. If the unit has enough APs to move still and it is possible to enter the square, the cursor is represented by a pair of walking boots. If it is possible to find a route to the selected square then the unit will attempt to move there via the least expensive path. Note that this includes the cost of having to open doors en route.

Objects can be picked up, dropped and changed using the appropriate buttons. To fire a ranged weapon, either select the target and mode of fire from the right click drop down menu, or press the fire button to enter targetting mode. To attack an enemy move into them. To use and item, such as a door or medikit, right click the mouse on the square when the selected unit is next to the target. To load a weapon with ammo, hold the weapon as the object in use and carry a suitable ammo object.

The editor.
This is a bit of a beast and I'll write more in a later release. As it stands I hope it is all fairly obvious. Look at the three example maps to pick things up. When designing a new map then work in order along the toolbar fom the left. IE Load the graphics first, then design the map etc. The events are in a bit of a state, but they do work.

Where next?

The game is written entirely in Borland Delphi 5 (Best programming language there is for Windows). I'm happy with the language and it does its job well. I'm more of a back end type of guy, more used to writing very simple GUI; nothing like the interfaces for games. I may need to think about this a bit more. Compared with the earlier releases, it handles much better. Maybe not like the original Rebelstar but in more of a Windows manner.
This release should probably be something like 8.2 but I still feel that there is some distance to go yet so will hold back. Most of the events now work and work well, so the business logic in Rebelstar such as medi kits healing people, destroying the defence computers brings in reinforcements etc. can all be programmed in. The interface is hopefully a bit more pleasant with the cursor changing icons and it being more obvious which square is being pointed to, though I need some method to indicate the currently selected unit. Units also now use ammo.

Design considerations.

1) Shooting.

There are two methods of shooting: either the quick right click method or the slower method of switching to the targetting view via the fire button. This replaces the standard map with the targetting overlay which shows the surroundings as abstract. Both work well, although the aiming cursor may be a bit large. The shooting itself could do with being smartened up. At the moment the red streak seems to travel rather leisurely over long distances and not look like streaking raw plasma. I'm also not sure about introducing automatic fire and also how the mechanism to throw objects is to be implemented.


2)Events
The events editor and most of the interepter is in place. There is some cleaning still to do, such as there being two different unitAt events that perform the same function, but they are there. Shoot all three defence computers in moonbase and reinforcements arrive for the shareholders. Quite nice too.

3)Computer AI
At the moment I currently have a cunning path finding algorithm which works well. The computer can now handle closed doors since the last release.. The problem I am having is dealing with counter attacks.

Currently computer units follow their tracks around the map, and if they have a ranged weapon available then they shoot at any enemy they spot providing there is a line of sight. But some sort of team work mechanism is needed. So when a sentry droid come careering around a corner into a marine, what decisions should be made? Obviously reinforcements should be sent for rather than fighting single handedly. But it would not make sense for all the available units to come running, leaving the rest of the map undefended. The reinforcements should take into consideration numbers available, the numbers of enemy spotted, and the distance of those available.

It should be noted that although the computer starts off with a full knowledge of the map, it does not know where opposing units are unless it spots them first. If I want to be nasty then I might introduce an option to turn this disadvantage off.


4) Spit and polish

OK, there is probably a fourth category. The major stand out is the graphics are poo. I've got some nice soldier images from Graham Goring, but unfortunately Assault has stopped working on his machine.. Like I said, I'm a back end programmer and don't deal with such things. I only got a C in pottery. Fortunately each map is fully customisable so if other, more talented, people start on the graphics it shouldn't be too difficult to get a decent library together.


The future
I'm getting closer all the time. Although I've stopped bothering giving time estimates I am approaching something like a 1.0 product.

After 1.0 there are other ideas I can introduce, like explosions although I'll have to be careful since the later levels of Laser Squad were spoiled by fully automatic bazookas and hand grenades with the potency of nukes. It would also require more graphical flair, which leaves me quaking.

Once I get to version 1.1 I'lll leave it there. I don't think I'll progress to a Lords of Chaos like I had intended. At the moment I have a prototype Tranzam written although my mind is more taken up by my favourite game of all time, Halls of The Things.

Registration.

None. Its free. I'm an honest man and couldn't possibly charge for this crap. However, I'm always open to grovelling at the above Email address. Or if you really like it then please send me a postcard at

Matt Smith
157 Henfold Rd
Tyldesley
Manchester
M29 7FU
England.

And no, I did not write Manic Miner.

Release history.

0.7 First public release 25/10/1999

First release without shooting, events and the computer units could only path find.

0.75 Second release 28/12/1999
Shooting was introduced, almost complete. Automatic movement for human players added. Basic computer AI of being able to shoot back was added.

0.8 Third release 10/3/2000

Shooting and movement run much smoother. Map size increased to 80*50 from 60*40 and the gaphics resized to 32*32. Slightly more benign to lower resolution screen and large fonts. Events can be programmed into the editor. The path finding is no longer confused by doors. The beginnings of help files. Now a member of Retrospec. Yippee!

0.82 Third release 19/5/2000

Event handling implemented in the game. Cursor highlights current square. Units use ammo. Website moved to Retrospec and that the 286 that Virgin use anymore.

Credits.

Thanks go to Dan Condon-Jones and the ever present Graham Goring for advice, graphics, helping with the bugs etc. HTK for the flame effect. The bods at Retospec for their sheer brilliance and noble grace.