What is RehabG

RehabG is a project I’ve been working on to reverse engineer the 2018 version of Tabg. Tabg is a battle royal game created in Unity for april fools by Landfall Games.

What’s different in the 2018 version of Tabg?

The 2018 version of Tabg, referred to as OG Tabg by both the devs and the community was a lot different. Tabg features a very goofy physics based player controller. This player controller, at least to me, is the core of the entire game. Newer versions of Tabg have reduced the amount of “wobble” by increasing the drag on each body part, and changing a few of the other parameters. I don’t enjoy this as much as how it was originally within the OG version of the game. On top of that in the modern version of the game theres less focus on the gunplay and how you have to play around the player controller, due to the introduction of blessings. Blessings are effectively boosts to stats or additional abilities that players can pick up mid game. They do everything from speed boosts to summoning giant swords upon your bullets. These are fun, in concept, but the execution left a lot to be desired. Bugs, exploits, and balancing problems, are prolific, across all of them. This is not a thing in OG. OG also had the the BEST cars I’ve ever used in any video game ever. They where just fun, satisfying, and the gameplay really rewarded getting better at driving. Cars where entirely rewritten, to be more buggy, less fun, less satisfying, and removed the player physics from within them. It’s tragic.

How was Rehabg made?

Tabg was and is a mono unity game, meaning it’s very easy to decompile the games source from the built IL code to usable C# with only a little bit of fixing needing. Along with tools like Asset Ripper and my own custom GUID re-mapper tool to replace ripped unity packages. It only took a few days to get a buildable client, given I had done this already done this many times with different versions of the game, so I already knew what needed fixing. But a working client does not mean it’s a good development experience.

Og Tabg had it’s main scene broken up into 8000 different scene files…

Needless to say this was nightmarish to work with. So I spent more time undoing that, getting it combined into a single scene than, I should have. I also wrote a bunch of tools to outline fix all the prefabs found throughout scene. So after that, and a few other fixes and refactorings, I had a code base I was happy with, something ready for the next big issue, netcode…

This involved me rewriting all the netcode from the ground up to use eNet, a much better networking system than what the game used to use, Photon Server. Honestly it was really fun, with every packet reimplemented and server side piece of logic remade the game got closer to working. After some time I got a bunch of the game working and ran a playtest and it went well. We I think had a peak of about 32 players.

Heres some clips/image:

Pickels

If you are interested in future play tests (no promises I’ll ever get around it it :P), join the discord