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> Sore Losers, Complete, Cyberpunk RPG
Fallen-Griever
post Feb 15 2009, 04:06 PM
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Forgotten Neural Kiss
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SORE LOSERS

VERSION 1.3 - CLICK HERE TO DOWNLOAD

NOMINATED "MOST PROMISING DEMO", 2008 MISAOS!!
NOMINATED RRR "FEATURED GAME FOR MAY"!!
FEATURED IN RMN sNEWS!!

"It takes a 12 step program, hypnosis, a sex change, and the whole damn starwars series to break you away."
- Tyrannos

"Sore Losers" is a cyberpunk RPG set in a modern, dystopian world. The gameplay is largely traditional, but shakes things up with interactive mini-game sequences, optional missions and a deeply immersive setting, all of which serve to break up the common roleplaying grind.

The Setting:

The game is set within the nation of Ferusia, with most gameplay taking place in "Ferusia City", the nation's capital. The nation is a totalitarian state led by a single-party Government, but despite this the general populace of Ferusia are happy with their leaders. The Government's efforts to advance technology and science, whilst at the same time irradicating the distractions of religion and beauracracy, have resulting in the nation becoming the most technologically advanced in the world. The Ferusian military is also incredibly advanced compared to the militaries of other nations, and is the only one on the planet with modern firearms and artillery as well as the only military to have access to the more powerful weapons of war; these weapons include inter-continental, nuclear and biological missiles. The military also acts as a Police Force in most Ferusian cities and towns, a factor that the Government believes deters many from committing crimes every single day. Despite all this power, the country is no longer expansive having already taken control of most of its own continent, but it does has active interests in overseas resources. For instance, the recent discovery of an interesting mineral named Ferustine (named after the country by the research group that discovered it) has led to the stationing of many research groups overseas, all protected by a contingent of the Ferusian Military.

Despite the large majority of people being happy with Ferusian life, and despite the power of the Ferusian military, there are still those who believe a democratic state to be the only way a country should be run. They want more control over how the Government is run and want the Government to be more accountable to its citizens, especially when it comes to what the rebels believe are dangerous genetic and mechanic experiments being run by the Government. Without any solid proof, however, the rebels are fighting a losing battle and are gradually being weeded out by the Ferusian Military. Ferusian convicts also believe they are being treated unfairly; sentenced to life within the "slums" of Ferusia City (an area of the city designed specifcally to contain criminals), petty thieves and fraudsters are placed alongside murderers and rapists in a daily fight to survive.

In the middle of it all are Markus and David, two criminals who have accepted their wrongs and simply go about their lives in the slums. Working for a mercenary leader named Jade, they carry out various jobs for those with enough money to pay, and they're about to set out on their latest; one that will drag them into a conflict they don't understand and don't care to be a part of...

Blarb:

Thanks everyone, especially to anyone who helped throughout this.

So, after basically five years of restarting many different projects under the same sort of title, I've finally got one of them finished. I'm actually kind of amazed with myself because, to be honest, I didn't think this would ever happen; I have a massive tendency to get dragged down into remaking early sections of my games or trying to make their storylines more "epic" than they need to be and that usually puts me off track and leads to be abandonning what I have created.

Well, not this time!

This time I decided not to bother with making an "epic". I decided to put my perfectionism to one side and, instead of trying to recreate the overwhelming pretence that is most RM role-playing games, I decided to make a down-to-earth, fun-to-play game that isn't just a space-bashing romp through fantasy locales with bells attatched. And although I think the dystopian, cyberpunk setting I've created is a realistically gritty vision of life as a condemned criminal, and although I think the locales and non-playable characters are some of the best out there, and although I am quite proud of how the story comes together, none of these are what this game is about.

Instead, Sore Losers is only intended to be a fun to play game for the ten or so hours you'll be playing through it. I hope you'll all come out thinking that I've managed to achieve that.

Features Include:

Over 10 hours of gameplay.
A broad synthesis system that allows you to create and upgrade unique weapons.
Dozens of optional quests to complete, all kept track of by a "To Do List" system.
An Active Encounter System (AES) that removes the need for random encounters.
Inventive Lockpicking and Computer Hacking minigames.
More quotable NPCs than you can shake a stick at.

Screenshots:

Spoiler

It's always good to be able to change your party around...


No prizes for recognising the giant thing that is the focus of this play area. This is one of the few areas to take place outside Ferusia City's slums, hence the presence of PLANTS.


Each character has a unique sequence you must follow in order to learn their skills. In the case of Markus, you must read a magazine and then "practice" the skill he wants to learn in a DDR fashion.


Sore Losers is an RPG set in a modern world. No magic, no faeries, but lots of science and metal!


http://gamejolt.com/freeware/games/sore-losers/screenshots/view/6800/


The storyline in Sore Losers may be one of the weaker points, but it is solid enough to back up the 5-star gameplay!


Lockpicking is just one of the many unique systems present in the game. Always popping up, you need lockpicking to get around without the need to go on elaborate searches for keys. Even then, many doors are not passable unless you lockpick them!


This post has been edited by Fallen-Griever: Mar 3 2011, 11:31 AM


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Cooliodafabio
post Feb 15 2009, 05:08 PM
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At a glance, you may want to change the title picture. Including the font. It doesn't look to good. Also, the game looks quite good. Especially with an implemented lock picking system. I'll try and post what I thought.

PS: Have you read 1984? An amazing novel by George Orwell that shares the theme of your game.

This post has been edited by Cooliodafabio: Feb 15 2009, 05:09 PM


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Fallen-Griever
post Feb 16 2009, 12:42 AM
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1984 is one of the inspirations for some of the game's settings, but it is hard to do anything remotely like what I am without being close to 1984 anyway. A slightly less cultured influence for the game's setting is the film Escape From New York...


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Xrayded
post Feb 16 2009, 06:01 AM
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Dude, i love it.
Though I'm more in to side view battles. But the Magazine lerning and lock picking feture's are great.
I think that fetures like that and minigames and ofcorse a good story make a good rpg.
Becouse, killing mobs olny, can be a slow run of fatasy. Keep it up!


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Cooliodafabio
post Feb 16 2009, 11:38 AM
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Lock picking system was fun, yet made no sense at all. LOL. Love the "no random battle" thang you were going for. Dialogue is also very nice, no apparent typos or grammatical errors. Nice custom map set. Looks and plays really good. Nice work on this. Hope to see a finished copy in the future.


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Fallen-Griever
post Feb 22 2009, 06:45 AM
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QUOTE
Dude, i love it.
Though I'm more in to side view battles. But the Magazine lerning and lock picking feture's are great.
I think that fetures like that and minigames and ofcorse a good story make a good rpg.
Becouse, killing mobs olny, can be a slow run of fatasy. Keep it up!


I wanted a turn-based system so I didn't want to use RM2K3, and turning the RM2K DBS into a sideview turn-based system would've been a little bit of a pointless feature addition. And also kinda difficult to do.

QUOTE
Lock picking system was fun, yet made no sense at all. LOL. Love the "no random battle" thang you were going for. Dialogue is also very nice, no apparent typos or grammatical errors. Nice custom map set. Looks and plays really good. Nice work on this. Hope to see a finished copy in the future.


So long as the systems are fun, that's probably more important. I am trying to put a lot of fun, mini-games into the game to break up the normal RPG way of games progressing.


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Fallen-Griever
post Mar 28 2009, 04:35 AM
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So, that's the final area mapped out and (as far as I can tell) working like it should. Here is my checklist of things to do before I can release this as a full game.

    Add guards and enemies to the final area
    Create a game-ending-worthy final boss
    Tweak the enemies throughout the game
    Tweak some of the cutscenes towards the end of the game
    Find better monster graphics for ALL the monsters currently in the game
    Find some better battle background graphics whilst I am at it
    Test the game fully through (thrice)
    Get beta testing done for the game


Not looking so bad. I'd give it a month or so, though, because my interest wanes when it comes to doing cutscenes. Probably more knowing my luck/track record.


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Fallen-Griever
post Apr 23 2009, 12:22 AM
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Thanks everyone, especially to anyone who helped throughout this.

So, after basically five years of restarting many different projects under the same sort of title, I've finally got one of them finished. I'm actually kind of amazed with myself because, to be honest, I didn't think this would ever happen; I have a massive tendency to get dragged down into remaking early sections of my games or trying to make their storylines more "epic" than they need to be and that usually puts me off track and leads to be abandonning what I have created.

Well, not this time!

This time I decided not to bother with making an "epic". I decided to put my perfectionism to one side and, instead of trying to recreate the overwhelming pretence that is most RM role-playing games, I decided to make a down-to-earth, fun-to-play game that isn't just a space-bashing romp through fantasy locales with bells attatched. And although I think the dystopian, cyberpunk setting I've created is a realistically gritty vision of life as a condemned criminal, and although I think the locales and non-playable characters are some of the best out there, and although I am quite proud of how the story comes together, none of these are what this game is about.

Instead, Sore Losers is only intended to be a fun to play game for the ten or so hours you'll be playing through it. I hope you'll all come out thinking that I've managed to achieve that. So... Please, please, please give me feedback if you do play this: I want to iron all the problems out if I can so feedback is damn crucial!

Features Include:

Over 10 hours of gameplay.
A broad synthesis system that allows you to create and upgrade unique weapons.
Dozens of optional quests to complete, all kept track of by a "To Do List" system.
An Active Encounter System (AES) that removes the need for random encounters.
Inventive Lockpicking and Computer Hacking minigames.
More quotable NPCs than you can shake a stick at.

Download:

Sore Losers V1.0: Click Here


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Dark Gaia
post Apr 25 2009, 06:27 PM
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This game is great. It's not often you see dysytopian themed RPGs around here, so this was a real breath of fresh air for me. The game really seems to exude a gritty modern atmosphere to it, and this makes it very immersive and makes the player want to go deeper in.

I nominated this for Project Of The Month, so great job on such a great game!


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Fallen-Griever
post Apr 26 2009, 09:53 AM
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The setting is one of the things I worked on a lot as it's hard to differentiate an RPG from the traditional, fantasy-themed setting if you use the same style of NPC interaction, dialogue etc. Basically, I wanted to do something a bit different to make sure it was obvious Sore Losers is a modern-themed game, and I'm glad it's been noticed by so many different people.


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Fallen-Griever
post Apr 30 2009, 12:50 PM
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I realise this game isn't an RGSS lovefest so perhaps some of you aren't going to be into it because of that, but it a> is finished b> has a brilliant, immersive setting and c> is getting a lot of good feedback elsewhere. Basically, I think more of you should at least give it a chance.

rolleyes.gif

This post has been edited by Fallen-Griever: Apr 30 2009, 12:51 PM


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Dark Gaia
post May 1 2009, 12:44 AM
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Don't get too jumpy... RRR is generally a bit slow in the game feedback area. People tend to post feedback only after they've played your game as much as they can. Also, if it wins Project Of The Month, you'll get an immediate popularity boost.


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Fallen-Griever
post May 4 2009, 03:02 PM
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Version 1.1 Released...

Some people found a bug that was totally game-breaking so I just released this patch quickly to get that fixed. The two small fixes are:

    Fixed game-crashing explosion scene.
    Fixed Scan skill. No longer scans dead enemies.


This post has been edited by Fallen-Griever: May 4 2009, 03:03 PM


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Fallen-Griever
post Jun 16 2009, 08:22 AM
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Important: Version 1.2 is totally fucked up.

I didn't announce this here, so people here might not have downloaded it, but if you downloaded Version 1.2 of Sore Losers then the starting position is in the wrong place. This means that when you start the game you actually start ~6 hours into the storyline. Obviously, this means the balance is totally off and that the game doesn't make any sense.

For anyone whose time this wasted, I really do apologise.

I will be uploading a fixed version to RMN soon (Version 1.3). The gamepage dissapeared due to a freak bug over at RMN but I am working on it and the new page should be accepted soon. As soon as it is I will fix the links in the main post of this topic. Alternatively, if you have the know-how and you have RM2000 handy, you can fix this problem by moving the Hero Start Position to the map called Opening Sequence; the rest of the game is unaffected by this bug, it is just the starting position that is wrong (this also means that if you downloaded it and used a previous save-file then the bug doesn't affect you unless you are attempting to start a new game).

Again, I am really fucking sorry.

This post has been edited by Fallen-Griever: Jun 16 2009, 08:24 AM


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Fallen-Griever
post Jun 16 2009, 01:01 PM
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VERSION 1.3 - CLICK HERE TO DOWNLOAD

This post has been edited by Fallen-Griever: Jun 16 2009, 01:03 PM


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Dark Santum
post Jun 16 2009, 09:53 PM
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this game doesn't look bad..


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Fallen-Griever
post Jun 18 2009, 01:30 PM
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Well, most of the comments I have gotten over at RMN are positive and the game was nominated for one of the Project of the Month awards here at RRR... So I wouldn't say it's bad wink.gif


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Fallen-Griever
post Jul 10 2009, 02:58 AM
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Something I posted on the Sore Losers blog over at RMN:

"This is incredibly self-serving, but since I know that the majority of people who downloaded Sore Losers never actually commented I decided I wanted to put this out there. This isn't just about my game, though, since I also know this is the case with pretty much every game and I just don't understand this trend.

Annoying as it is to have to directly ask people for their feedback, I really think that if you download a game you should comment on it. You don't need to write a massive review or even go into massive amounts of detail, just tell the developer what you liked/disliked and that will be enough. It only takes a second to comment and the feedback will probably be really helpful to the developer; even if all you are commenting for is to say that you stopped playing the game for <insert reason here>.

Development is a feedback driven process, and if we all just took the time to write a small comment about the games we download I think everyone would benefit..."


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nick5674398
post Jul 10 2009, 05:28 AM
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You're right about that laugh.gif, I know I would like a lot of feedback for my game when I post it so I'm trying to give some to other people. So far i'm really enjoying your game I'm at the part where I need to break into that building and get the black list(think that's what it was called), I just died at the boss there laugh.gif. i like how the story is serious, but funny at the same time, the intro was also pretty crazy. I like the characters, and also how they gain their skills by reading magazines and playing videogames (I wish I could do that). But sadly i can't ever get the Bgms working on rm2k or rm2k3 games, so I'm not very happy about that. (If anyone knows how could they PM me?)

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Fallen-Griever
post Jul 11 2009, 07:20 AM
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The "Read Me" file that comes with my game explains one way to fix this:

QUOTE
Open the Volume Control for your computer and turn SW Synth up. Some programs automatically turn this down (such as Media Player and iTunes) whilst certain media tracks are playing. This game runs using a mostly MIDI soundtrack so the SW Synth needs to be on for the music to play. Sounds are controlled by the Wave volume switch, so if they aren't playing properly then turn Wave up (although there is no real reason it should ever get turned down).


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