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Rebelstar: Tactical Command -- Dev Diary #4 (GBA)
In this final installment of the dev diaries for Namco's tactical GBA game, Julian Gollop discusses wrapping things up and potential sequels.
By Julian Gollop | Sept. 6, 2005

Rebelstar is finished and we can finally have a rest from our hectic debugging schedule. I am pleased that the final result is a very good example of turn based gaming on a handheld console. I hope it won't be the last.

As there is with many complex games projects, there were some moments of doubt and uncertainty during development. Halfway through, we realized that we had created a game that was too difficult and complicated for some players. We had to think very carefully about how to resolve these issues. This resulted in changing or simplifying some of the game systems to make them more understandable, and introducing some more comprehensive tutorial missions at the start of the game. We also added some very useful interface features to help the player, such as the "vision checking" system. This allows the player to select a character and see exactly which tiles and characters are within the field of vision.


The pre-mission equipping and deployment system were now introduced about a third of the way through the missions. Had they been introduced too early, it would have been overwhelming for the player. In the end, I think we succeeded in making sure that the pace and complexity of the game is manageable for all players. For those expert players, we added a difficulty adjustment system that increases the challenge following high scores on previous missions. It would require an extraordinarily brilliant strategist to achieve a 100% score for the entire campaign.

The story develops nicely to a satisfying conclusion, but it also leaves the situation open for further adventures set in the Rebelstar universe. I don't want to reveal the ending, but you will get an explanation for the Arelian's presence on Earth, and the role that the brutish Zorn play in the subjugation of the human race. I hope it won't be the last adventure for the Rebels in their fight to liberate Earth. I already have a few interesting ideas on how the story will develop and the new characters and alien types that will help to tell this story.


Now that we're done, I should say thank you to the whole team and give them credit for the roles that they've played. Our art team was headed up by Denis Istomin, who contributed many of the hand drawn sprites and animations as well as directing the sprite team. The core sprite animator was Dmitry Chernenko, whose most inspired creation has to be the extraordinary Urdog. The Fraylar sprites were created by Niki Hunter. Maxim Miranov contributed most of the terrain sprites, assisted by Alexi Garkushin. The character portrait and background artist was Gez Fry, whose superb style contributed much to the final look of the game (including an authentic manga style). Specialist handheld company, Paragon Five, created the sound effects and music. The lead programmer was my brother, Nick Gollop, assisted by Steve Moorhouse, who worked with us on Laser Squad Nemesis. And there's me, of course, Julian Gollop, game designer and programmer. Thanks also to our producer, Mark Brown, and to Namco for giving us the opportunity to create something special for tactical RPG games players.



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