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Turn-Based Tactics Archrebel: Tactics - A reincarnation of the classic Rebelstar.

Alienman

Retro-Fascist
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Joined
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19,029
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The Dahmer update.
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
A quick update on one of the upcoming features for version 0.1.9. Unit labels. Not the most exciting thing, but it's all I have for now. :(



Development has slowed down a bit as I’m taking a much-needed partial break from Archrebel. After all, it’s been over three years since I’ve done anything else.

Cheers.
 
Last edited:

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
Hey, everyone!

Version 0.1.9 has rolled out and is available at itch.io.

[AUDIO]
- Added a sound when upgrading armors, for both humans and droids.
- Fixed the missing sounds for dropping dead bodies and supply crates.

[MECHANICS]
- Rippers can finally destroy dead bodies.
- Weapons can now be reloaded using ammo that ground units are standing on, but only when there is none in the unit's inventory.
- The 'motivated' effect chance to trigger has been halved getting only 5% chance per willpower point instead of 10%, but now it can last multiple turns; one turn for each 2 willpower points.
- Revamped the hacking mechanics. Its governing skill is now called Techwarfare, and it controls how much a droid needs to be damaged to be captured and how much AP is needed.
- Items can no longer be upgraded beyond their maximum number of upgrades allowed (3).
- Item upgrades can no longer be executed during combat mode.

[UI]
- Changed the 'Unit Selection' tutorial entry so that it mentions the 'secondary action key' instead of the 'shift key'.
- Sort Inventory by item type, starting with weapons, ammo, and then tools.
- Preview unit attribute scores on all units when hovering the mouse over them, like when doing it on skills.
- The status bar now previews the name of units when mouse hovering it.
- Unit names can now be displayed directly over units by pressing 'Enter'.
- Players can now delete saved game files through the 'Continue' menu.
- Changed the unit's weight to weight class and moved the weight class attribute from the armor to the secondary attributes section.
- Keyboard settings are now being loaded correctly into the UI.
 

Rincewind

Arcane
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Feb 8, 2020
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down under
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I've only checked out the new screenshots on itch.io and I like it very much where you're going with this. The alien landscape looks glorious, plus the new music is yet another nice 80s inspired synth track.

The environmental sounds are also very cool in the previous video, that adds a lot to the atmosphere.
 
Joined
Mar 15, 2014
Messages
763
Looks and feels awesome! The only thing I'd like in addition would be a retro mode without all the graphical bling. I always admired the aesthetic simplicity and stylistic originality of original Rebelstar 2 (which will be the first game I'll play one my TV screen when the The Spectrum arrives next month btw.).
 

negator2vc

Savant
Joined
May 1, 2017
Messages
349
Location
Greece
The only thing I'd like in addition would be a retro mode without all the graphical bling.
Yeah, I'd like that option too. If there was an option to turn off the extra graphical effects like glow, fog (especially the fog), I'd do that. They make the image look a bit hazy.
In a previous version there was an option in the settings to turn off most of these effects.
Given that I've stopped checking the newer versions, I don't know if the option is still there, but it's worth checking the options in the settings of the current version.
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
Looks and feels awesome! The only thing I'd like in addition would be a retro mode without all the graphical bling. I always admired the aesthetic simplicity and stylistic originality of original Rebelstar 2 (which will be the first game I'll play one my TV screen when the The Spectrum arrives next month btw.).
This is something I've actually thought about—a tileset that would emulate the visuals of our beloved Speccy. I'll consider the effort needed once the main development is achieved.

Like Rincewind stated, you can turn off some GFX details, like bloom, antialiasing, and dust particles.
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
Sorry for my delayed responses—my life has taken a turn. Archrebel is still on my roadmap, but the free time I once had is now gone. The next update will be substantial, featuring unit classes and a level-up system. I also want to develop a mini-campaign so players can get a sense of how Archrebel will play in its final version. I just can’t commit to release dates as I work through this particular stage of my life.
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
Hey guys! I'm designing some new mechanics for each unit class and I've expanded the Hacktool functionality to remotely jam droids too:



We will also have proximity mines, target painters, cloak devices, decoy projectors, and other weapons and tools :)
Stay safe.
 

Rincewind

Arcane
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Messages
2,861
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down under
Codex+ Now Streaming!
I was wondering about your project the other day and I'm happy to hear you're still around and intending to finish it. It will be awesome game by looking at these videos!
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
I was wondering about your project the other day and I'm happy to hear you're still around and intending to finish it. It will be awesome game by looking at these videos!
Thanks, mate! Yes, the project is still very much alive. Development was heavily impacted a few months ago due to my return to a new full-time job, but now I'm able to optimize my free time more efficiently.
I'll be posting more often from now on.

Cheers!
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
Hey everyone. I'm sharing a quick video that shows a set of proximity mines detonating in a cascade.
You can set their trigger tolerance from 1 to 3, meaning hostiles need to move close to a mine that specific number of times before it detonates. I believe this will allow players to create some interesting tactics.

More features are on the way.
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
That's what I'm aiming for.
Looks good, sounds good, feels good. One question though. When?
Thanks! Unfortunately, there's no release date set yet; I had to cancel a contract with a publisher since I couldn't commit to deadlines, as I had to return to work to keep myself afloat.
Regardless, I'm still years away from realizing my full vision for the game, as I don't want to rush or butcher the project—at least for as long as I'm devoted to it.

I encourage you to play the demo in the meantime, if you haven't already. :salute:
 

FA7

Learned
Joined
Mar 24, 2022
Messages
142
Haha, understandable. But keep in mind that the demo is its own thing. The mission that comes with it was designed specifically for the demo to showcase most of its mechanics; it won’t be available in the full version.
Will give it a try then. Good luck with development, but hurry up! :-D
nqndo.jpg
 

Ularis Badler

Arcane
Developer
Joined
Mar 17, 2021
Messages
312
Quick update on the new mechanics I'm developing for the Cloak Field.

Cloaked units are immune to attacks. However, the drawback is that they cannot take any action while remaining cloaked. Therefore, I foresee it being used mainly for defensive and ambush gameplay.
:salute:
 

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