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
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.
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.
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.