Amiga Video Modes (To intuition or not intuition...)
When I first envisioned Rebelstar 2 on the Amiga it was to be like my later programming on Amiga. Fully Amiga library driven, fully AmigaOS compliant. AmigaOS 3.0+ and AGA had really opened my view on what games could be on. And the examples were there - take colonization for example.
But usability and performance were still on my mind, besides would make any sense to convert a 48kb ZX-Spectrum game to a specific high Amiga?
Still, I tried to make OS compliant and compatible with all Amigas. But early on I found that outputting to windows was not what I wanted for free mouse scrolling. Writing directly to Screen was more appealing but that also raised problem with keeping mouse pointers GFX synced and Intuition pull-down menus drawing and operating correctly, especially when I introduced double buffering.
And again, while with v39+ I could probably solve these issues, but not with previous versions without some ugly hacks. Besides the performance was important. High resolution screens (>=640x400), Flicker-fixed on A3000 and DBLPAL or DBLNTSC on AGA would be great... but alas!
Trying to keep compatible with lower models, it was clear that I had to quit OS intuition compliant game, and go for hardware banging as much as possible. PAL and NTSC low-res view modes (320x256/208 pixels). I kept my code with compiler conditioning flags for the fully compatible route (even added a window specific render routine). Maybe it will be good for AGA/RTG support one day...
As mentioned, the original font was redone in FED and then made into bitmap, as it makes more sense in the hardware blitting mode.
Graphic design
A feature that I was somewhat reluctant to add at first, were the faces of all the individual units, and the Alien ones. I thought it would be hell to design the Raiders (each unit a different face). But once started, and got the first two faces right, it really flowed (though it took a while). Actually, the Aliens were more complicated... Go figure.
Some raider portrait graphics - WIP
The Alien units faces are a cross between a "Predator" and "Xenomorph" like, rather than the intent on the original as portraying them as "Xenomorph" like. I mean the xenomorphs didn't carry weapons! So, this makes more "logic". At first I even considered a dinossaur cute look alike alien (that's what I always saw in original gfx in my youth)...
I really struggled... Going through multiple designs, just to discard most of them. Getting a good looking, different enough - yet - recognizable and fitting the Amiga gfx style of the rest of graphics... It was a really dificult task!
Alien portraits - WIP
It was going to be a AGA exclusive, but since I made it with OCS palette in mind, I was able to make it into OCS/ECS version. Still requires more than 1mb chip ram (A3000 and A600 with Chip mem added).
As for a AGA version was considered, but 64 color graphics are not a priority at the moment. AcidBottle did dabble a bit and went a good way on the map graphics, but he wasn't happy with them. Maybe another time...
Another Amiga specific addition was the GFX menus as option to the text ones. While the text options try to resemble as much as possible the original, I added the option to switch to GFX button style layout. They still show the keyboard shortcuts (if possible), but make more sense in a Mouse GUI style environment.
Some GFX buttons (different modes / options)
They're not fixed, instead being processed on the go, allowing for composition of two different bitmaps with some shadowing possible. Allows for more flexibility and also saves some memory. And don't worry when you float over them, there's a text shown below what they are (no confusion needed) ...
Well apart from that a new Title Screen (which I tried doing in the spirit of the original but still being its own thing), I didn't really change on add anything major on the GFX department. And this was devised on Inkscape and GIMP (that were the only PC productivity software used - all the rest was Amiga Personal Paint and other Amiga tools).
On that subject I leave a link which might prove useful for some amiga artists who enjoy using GIMP: GIMP IFF plugin – Blitter Studio
All said and done - I definitelly need a gfx artist for a next Amiga project.
NTSC specific coding
A later GUI problem arose, the NTSC original low-resolution screens were only 8 pixels bigger than the ZX original (and I already added 8 pixels for overscan in height, so that it would allow for at least the same game area the PAL allowed). Still, the real estate that the PAL allowed for a ROSTER and MINI MAP frame in the bottom not possible for NTSC. One could reduce the amount of gameplay area in NTSC, but that would not make any sense it should be at least as big as the original.
Tactical map and Roster window accessible
So keys were added to allow for quick window display of the roster and map window (the map is slightly bigger and is called tactical map).
Also added text and gfx menu options. It's all still in development but makes NTSC at least on par with the PAL version in features.
While there wasn't Rebelstar on the Amiga, it's not to say that there weren’t no Tactical turn-based games. And to be more specific SCI-FI with line of fire/line of sight ranged combat.
On that definition these are the released titles:
Breach (1987)
By Omnitrend, this early entry offers simple playing with your squad of space marines facing other troops, alien, monsters and assorted array of robots and cyborgs.
Very simple no real flashy stuff, animation is almost nonexistent, minimal sound and no music. Makes full use of Amiga intuition, and is still playable up kickstart 3.1 and higher CPU's.
The game mechanics are simple enough (maybe to simple), and its controls are not bad, although it does take your time to get around how it works. Also, you have to add a commander and saving it, before starting the game executable - It's not pick up and play like Gollop Rebelstar.
This is a decent entry with the possibility of making your own maps/scenarios and play them - that's the strength of this title.
Breach 2 (1989)
By the same developer, it improves on somethings but also fumbles in others.
Once you load the game you're greeted to music title screen. Nice addition, but not particularly memorable.
In the game the first you notice is the isometric view, and I mean really 45-degree angle between all axis. There aren't many games in such a perspective and it's quite simple why. It was only meant for engineering see throughs, not artistic takes on game views with such reduced pixel tiles and sprites. Still a good artist might actually work around it - some things work better than other, individually, but when put together they clash. As they still work as square tiles in an angular grid. It really messes with your head at first before you get used (if ever one gets used).
Also, there are two versions. The original and the enhanced, and while the enhanced has improved menus and slightly different sprite, I didn't notice anything really different on the graphics front.
All everything is still controllable by mouse, but it will take some time to get used, especially since the button and overall options are different from the original or in different places.
It does improve on having 8 direction movement and not only orthogonal.
It also adds more different type of units and more scenario goals and diversity. Also, you can link different mission and have the possibility to link them into a mini-campaign. You can still design your own scenarios and play them - and that might be where the fun could be found.
In short, the game has the potential, it just not lives up to it's full, in any area.
Laser Squad (1989)
Ah! The mighty Laser Squad... what can be said that hasn't been said before!...
Well, a lot. Yes - the music stands out both in the intro and in-game (really memorable and famous in the Laser Squad fan universe)!
Most game graphics, apart from animated intro and some image cutscenes (which are of variable quality), are a simple recoloring in most cases (based on both the ZX and C64) with limited improvement.
But what lets it down are the controls. Joystick/Keyboard only? More button / menu selections to do things that were almost instantaneous on ZX... All the rest has been completely added into this version. And it plays accordingly.
In short - the original was exploring the full potential of the ZX-spectrum 48kb. The Amiga version does not, apart from some audio-visual additions, it does not use mouse and the control scheme is more complex/tedious than the original. While decent and playable enough. is a bit of let down for fans of the Julian Gollop original. On a more positive note, the Amiga L.S. offers a 2 player hot-seat game. And I'm sure it was the delight of many gamers.
Space Crusade (1990)
It's SCI-FI but does differ, when using own set of rules from the tabletop, rather than relying on a more "realistic" approach with its own fire rules, turn events, and random placement of units during in-game.
The probability is rather simple set of two different dice (white and red) and number depending on unit, attack/defense situation and bonus/penalty card played / events.
Sot it's difficult to place it on the same tactical level as the rest - but while debatable it is on the same mould.
It switches between top-down perspective for operations and isometric view for showing units firing/ dying or events unfolding.
It does allow for 3 players hot seat game, cooperative and/or competitive - that and for the fans of the tabletop will place high on their preferences. IMHO, the graphics work much better than the DOS version.
ACT OF WAR (1992)
Public Domain turn based, some will just dub it as Laser Squad clone.
Boasting 3 difficulty levels, it offers line-of-sight as option (that's uncommon) and features explosive scenery.
The graphics are clean and easy to identify. It does not complicate a lot. It's reported that this game was written by Dave Smith in AMOS.
It's probably best with two players, although I cannot point really fault the computer IA - it offers a decent "challenge".
The Magnum Opus of the Gollop brothers for Microprose. Who doesn't know this one? From the Geoscape global management strategy, to the Tactical combat all projecting an amazing intuitive playing experience oozing with atmosphere.
The dedication and quality are evident in the final product, in either AGA, ECS or CD32 dedicated versions.
The music is brilliant, and sets the tone for all the play experience. The sounds adequate to good, fit the game in all instances.
The graphics adopt a classic isometric perspective that works so well. The graphics fit nicely and pop out with the relevant details, making it work all the way, with different unit sporting different flesh tones and haircuts (although not having much diversity, it actually works well).
The game mechanics are clearly updated, improved and adapted to all game events, offer enough versatility to make it worth. The procedural generated maps and all the different type of alien, events and actions, allow for so much re-playability. It never gets boring.
This is a big and complex game, and a 68030+ is clearly recommended. I remember playing on my A1200, and having some slowdowns. On my Amiga 4000 it faired adequately.
Taskforce (1994)
A squad level, turn based strategy game for Amiga & Amiga emulators. Originally release for this game was 1994. This game was distributed for free on CU Amiga as a popular coverdisc. In the end of the day this was still shareware.
I'm not too familiar with this one, and I really need to test it more, to give an objective opinion. But it has some nice identifiable graphics (nothing earth shattering) and nice music.
Developed by Scot Gordon it's described as a laser squad type of game. But I would classify a sort of mix between Rebelstar / laser squad / space hulk (crusade) / UFO.
This is a homebrew game, and the author wears that badge proudly. Started in 1993 and done in Blitz Basic, it clearly has the potential to deliver fun to players either as 1 player or much more in 2 player mode.
It's shown on a top down 2D / 2.5D, and graphics rank from good to adequate. The units pop out from the scenery and make it easy to identify the surrounds.
Rather than try difficult game mechanics, it tries to keep it simple so that the player can get into it with few tries. And it's a game that you feel you can try stuff out. It doesn't try to intimidate or daunt you. It's not to say that it's a walk in the park - but seasoned players will get grips with it quickly.
If I could point obvious faults are lack of music, and some menu options that are not obvious at first glance. But once you're used, none of that will bother or hinder the fun.
Highly recommended! You can download here from AMINET.
Tactical Squad based games but without the SCI-FI setting :
Frontline(1989)
This is supposedly based on an existing tabletop game, and aims to be overly "realistic".
It really reminds me of sniper tabletop game, specially the monochromatic unit graphics seem like those cardboard/plastic squares with soldiers drawn into it.
AFAIK, it wasn't that well received, being put on par with the PC version and both regarded as better than the original ST version.
Quite frankly I gave up after 10 minutes. It's really not intuitive or user friendly, and it really requires you to read the manual. And quite frankly the scenarios offered don't seem to offer that much variety.
Sabre Team (1992)
The only thing that keeps this one from joining the above list is not having a SCI-FI setting.
Al the other Squad Tactical based turn tropes are here.
The graphics range from great stills, to good ingame graphics and adequate button menus. They work very well.
I admit the isometric perspective with show/reveal building rooms does put some disorientation. And I make some stupid mistakes because of that. Not so common with UFO...
It's well regarded as tactical squad turn based game. And I quite recommend you try it, if you haven't already - after all it's not an obscure game.
Task Force (1997/2000)
This is a different game with name Task Force. Written by Jens Granseuer with AmigaOS completely integrated with pull-down intuition menus and all. Viewed from top-down perspective, is totally controlled by mouse.
Easy to pick up and understand the fundamentals, also provide scenario editor.
It's well... Strange would be a common word to describe it. Instead of aliens you have mental sexual offenders. Yeah... It's... Well, if you're curious play it yourself!
Maybe there are more games like these around for Amiga...