Assault

RebelStar 2001

By Matthew Smith

matt@dunelm.org.uk

Graphics by Graham Goring

Original game by Julian Gollop

Contents

Why Rebelstar?
Controls
Where next?.
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 and Halls of the Things. 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. The conflict levels are akin to difficulty and bring more units into the game. This makes a computer side more difficult to deal with.. 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 an 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.
I've now written most of this up in the associated help file although currently there isn't much to explain the event system. Maybe my mind is a bit warped to expect that other people will find it all as obvious as I do. At any rate, I will definitely make it a condition of the 1.0 release to have the help file explain everything.

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.

Unfortunately I'm not entirely happy with the result that I have now. I don't think I have much to do now except dealing with areas of presentation. When I started out I purposely made the game very Windows based and decided against a fixed interface. There is another version of Rebelstar available that is also written in Delphi but went down the route of using DirectX to guarantee what the user will see. I find that currently my game looks fine for me until I change resolution and fonts in which case some things, like labels, suddenly disappear or clip with each other. Still, its too late to change now so I'll just have to live with it. I can't say how I think about that game precisely except that it feels... loose.

Note -As of 02/05/01, the computer player Egg Hunt is still not perfect and does some odd things. But I'm off on holiday and don't care at the mo. You have been warned.


The future
Now that I'm on 0.9 there isn't much more major programming to do, just improving what there already is. As far as I can see the issues for 1.0 and later are:

1. Presentation. Making the game nicer for people with different fonts and resolutions. If someone has their default Windows font set to Large fonts, Comic and a resolution of 1280*1024 then they should be allowed to do that.

2. Shooting into dark areas. If a shot goes astray and into an area that can't be seen, especially if it originates from an enemy unit, then the player can stil see it travelling and eventually hitting an unknown target. That aint too good. It'll require a bit of hassle to change but I think it'll be worth it.

3. More AI. This might be a 1.1 release. Currently the AI isn't that bad and can certainly put up a fight. Unfortunately it only selects the next unit based on the order they were created in and not the most advantageous. Play Moonbase as the Operatives and watch the Shareholders get in each other's way in the bottom left hand area to see what I mean. Selecting the current unit could be done in a more cunning way. There are also some odd behaviours, such as the Jubjubs sometimes seem to give up attacking in Egg Hunt. Also when the player should be suffering from a Jubjub rush, instead they conveniently pile into the same square to be shot instead of spreading out.

4. Bombs and explosions. Grenades were a fun part of Laser Squad and Rocket Launchers would also introduce and interesting challenge. You could potentially telefrag your way onto the Heliosphere. Definitely a 1.1 thing though.

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 Fourth 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.

0.9 Fifth release 02/05/2001

The game is generally much tighter and many of the bugs from the previous release removed. More events added. Slightly more cunning AI. Three decent levels now.

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.