Assault
RebelStar 2000
By Matthew Smith
matt@dunelm.org.uk
Contents
Why Rebelstar?
Controls
Where next?.
Design issues
Registration
Release history
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.
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.
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.
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.
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.