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NOMINATED "MOST PROMISING DEMO", 2010 MISAOS
NOMINATED "BEST INTERFACE", 2010 MISAOS


...::: What People Are Saying :::...

"Ever played an RPGMaker 2003 game where you almost forgot you were playing an RPGMaker 2003 game? Sore Losers: Riot Grrrl accomplishes just that!" - acknowledge101

"Notice how I'm saying unique a lot? That's probably because Sore Losers: Riot Grrrl isn't like any RPGMaker 2003 game I've ever played. It takes a lot of chances with most of the custom systems and the emphasis on gameplay (and minigames!) over story, but I feel that the game fairs pretty well." - Xanedil

"It has it's own unique play style that is very well thought out and balanced and great in a survival/sandbox/exploration kind of way." - Orphansmith

...::: Storyline and Setting :::...

"We thought that they had everything under control in "Central Ferusia". That a slum stuffed with all the nation's criminals couldn't ever be a problem because our all-powerful military was there to pen them in. That the riots caused by the rebel Free Radicals would soon be put down, and that future generations would laugh at the effort they had put into their treacherous ploy. We believed everything that the Government told us about their control over the riots, and sat happily in our houses as the curfews and blockades dragged on and on, because we didn't think for a moment that the Government could possibly be wrong. After all, we had the most powerful military in the world protecting us, so the very idea of a rebellion sounded like a tasteless joke.

The joke was on us.

As rebel-led mutiny spread-wide and the military spread-thin, those condemned to "Central Ferusia", criminal bastards that they are, spilled out of their captivity in a tidal wave of violence and vitriol the ferocity of which our generation had never experienced before. The violence spread quicker and further than anyone had ever imagined it could, and now I am trapped in an apartment full of gadgets that I cannot eat, paid for by credits that I cannot drink, and with a panoramic view of the violence unfolding on the streets below me.

I have to get out. I do not care what the television says about military victories anymore; I cannot keep sitting next to this knife in wait of another criminal trying to break down my barricaded doors. I already have too much blood on my hands!"

~ Diary of Cheska Frederick, Ferusian Citizen.

...::: Gameplay, Features and Comments :::...

Sore Losers: Riot Grrrl is a highly experimental game where nearly everything you do involves some kind of minigame; from searching areas for items to lockpicking doors; from hotwiring electrical equipment to dodging rioters; from arguing with NPCs to hacking into computer systems; from breaking through barriers to sneaking around enemies. Why? Because I wanted to make an RPG where character abilities aren't reliant on a lifeless table of stats, and are instead reliant on the skill of the player. Hopefully my excessive use of minigame sequences is going to achieve just that.

Battles are also going to be more interactive than in a standard RPG. In Sore Losers: Riot Grrrl you'll be able to knock weapons out of your opponent's hands, kick bookcases over onto people, throw your enemies into electric fences, and use human shields to stop enemies from being able to attack you; you'll basically be able to use multiple elements of the battle environment to get your own way. Why settle for just the weapon in your hand? Use everything to your advantage!

Additionally, most of the graphics will be custom-made for the project in a purposefully high-contrast manner that will give the game a drastically different look. The game will also feature a modern soundtrack comprised of tracks by Brand New, Be Your Own Pet, The Postal Service, The Sleeping and more. As such, there will be a strong, stylistic element to this game that may well end up being divisive, but I believe it will also lead to a very unique gameplay experience!

Latest Blog

Getting Back On The Horse

So I'm finally working on this game again. Unfortunately, the way that I see it, there is a lot to do to get the levels that have already been made up to scratch. On one hand, this is very frustrating since it means that I'm not really working on "new" stuff. But on the other hand, it's also satisfying in that I can visibly see things that I'd already deemed "complete" becoming a lot better than they were.

The Item System and "Key Items"

One of the first things on my target list was the item system. Previously, Cheska could only carry six items and two weapons at once, and this included key items/weapons that are near-constantly required such as the Screwdriver (in relation to the "hotwire" minigame) and the Sledgehammer (in relation to the "smashing" minigame). Over the course of the game, there are four such items/weapons that can be collected and this essentially meant that four out of the eight slots available (50%!) were being taken up by items that you had little choice but to keep with you. This was obviously not good design as it would only serve to frustrate players and limit their options.

To fix this, I've introduced the concept of "key items" to the game. Items such as the Screwdriver no longer take up item slots, can no longer be dropped and appear separate from "normal items" in the item system. In line with this, "key item" elements relating to weapons such as the Sledgehammer have been moved onto newly created items instead. In the case of the Sledgehammer, the item that has replaced it is the Battering Ram, which you can see in the screenshot below:


It took me longer than I would've liked to work these changes into the system since a large chunk of the item system eventing needed to be redone in order to accommodate, not to mention the fact that new item system overlays needed to be drawn up! By far the most tedious part was going through every single item drop in the game to make sure that they weren't dropping additional key items, since that would pretty badly break the system! However, I do think this was something worth doing (as boring as it was) and I'm glad that I was able to get it working. The game is much better off for it!

Cutscenes... Again!

Another thing I've been working on is updating the look of the cutscenes, which is something that I've mentioned working on before. I've updated several of the cutscene images on this gamepage to reflect the work that's being done and I personally think things are looking a lot better now. I won't link all of them here since you can find them under the "images" tab, but here is a taster:


I said this previously, but the best part about working on these is that I've been able to draw up a set of templates that allow me to streamline how I work on producing cutscenes, so doing this will help me to be much more consistent going forward.

Consistency

Speaking of consistency, I've noticed a lot of inconsistency with how I've gone about some things in the game, most likely related to how many large breaks I've taken in development. A very basic example is the way that option dialogues look. Sometimes, option dialogues will look like this and pressing escape whilst in them won't do a thing:

What do you want to do?
>Do the first thing!
>Do the second thing!
>Don't do either thing.


Whilst others will look like this, with cancellation being achieved by pressing escape:

What do you want to do?
>Do the first thing!
>Do the second thing!


It's a minor thing, but now that I've noticed it I'm going to try and fix it.

Another thing that I need to fix in relation to this kind of thing is my massive overuse of ellipses (...) in the text, something that I personally dislike people doing in RM* games and something that I hadn't even realised I'd been doing to such a massive extent.

Finally, I've also been rooting out the use of \| (which pauses text) in message boxes and replacing it with \! (which waits until the player presses something), again because the use of the former it is something that I personally dislike and something that I hadn't realised I'd been doing.

Again, these are all minor things, but they're things that should be consistent so that the game plays more smoothly than it does at the moment.

Conclusions?

It's good to be working on the game again. It's good to be making obvious improvements. It's good that I haven't forgotten so much about how the game works that I'm unable to mess with/fix/improve key eventing-based systems that the game 100% relies on being perfect. But there is a lot of work to do to get this game finished to the standard I want and that fact doesn't escape me. I've said before that, "I constantly worry that people are going to be incredibly underwhelmed when they realise this isn't all that different from most RPG games" and that hasn't changed. Hopefully I can prove myself wrong.

Posts

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Sated
puking up frothing vitriolic sarcastic spittle
7295
Please keep in mind that the current demo is VERY old. Lots of place-holders, lots of systems that have changed since then!

More detail here: http://rpgmaker.net/games/1158/blog/14500/
It's the atmosphere.
Sated
puking up frothing vitriolic sarcastic spittle
7295
I constantly worry that people are going to be incredibly underwhelmed when they realise this isn't all that different from most RPG games...
author=Clyve
You have a unique product and this is coming from someone that never really looks forward to playing RPG Maker games.


Ahahahaha yeah. I think it's because of the punk girl theme that's barely present in most mediums other than like Tank Girl maybe and music of course. But it's an interesting departure from post apoc and modern in which it's not quite either of those.
Some progress is better than no progress!

Even if it's a large to-do list, that's alright, as long as you don't let it die. You have a unique product and this is coming from someone that never really looks forward to playing RPG Maker games.
edchuy
You the practice of self-promotion
1624
I'm glad to hear there's some progress in getting this game to completion. It would be a shame if it didn't see the light of day someday ...
Sated
puking up frothing vitriolic sarcastic spittle
7295
It's almost done.

... but when I say "almost done", what I mean is that I'm almost done making the last level. After that all I need to do is test all the balancing, do some bug-fixing, re-do some of the earlier spriting (mostly just some level one backdrops, nothing major) so that it matches how much better the spriting is later on in the game, tone down the melodramatic story-arc introduced in level two because it's stupid, replace that story-arc with something more sensical, add more interactive objects into existing battles, add more battles, add more lock-picking, add more convo-battles, and either i) pay someone to draw storyboard-style cutscenes for me or ii) learn how to draw so that I can do them myself.

=P
Once upon a time, this game was done, I played it, and it was awesome.
Sated
puking up frothing vitriolic sarcastic spittle
7295
author=Rield
Awesome! I played the first Sore Losers when you first posted it to charas. Glad to see there is a somewhat sequel here. Downloading....

I don't even remember posting Sore Losers on Charas-Project... but I guess I must have done.
Awesome! I played the first Sore Losers when you first posted it to charas. Glad to see there is a somewhat sequel here. Downloading....
I finished the demo at once i want more this game is addictive too much for me (!) Music/amtosphere/GAMEPLAY/graphics kick ass it contain much of own style. I want more. GOOD LUCK. Fuse puzzle and dialog selections and skills and battles with interact and so many puzzels and options and skills and jokes oh man it's too much gimmie mooo (!)
So are you done with that PHD nonsense yet?
For more than one reason, this song reminds me of this game:

Sated
puking up frothing vitriolic sarcastic spittle
7295
What do you mean? I have every faith that Mog will finish his game.

trollface.jpg (?)
Just when I forget about this awesome game, you remind me of it and how it will never be finished.

Thanks.
Sated
puking up frothing vitriolic sarcastic spittle
7295
I wouldn't get your hopes up about it being finished any time soon. I'd almost go as far as to predict that Chronology of the Last Era will be finished before this game is.
Leaving this comment here so that whenever you log in again you know that people still want to see this game finished.
Hey! I've started to play the game. It seems a very good game! The setting is the one that I prefer, I always prefere futuristic RPGs rather than the classical medieval ones.
I'm deveolping a game with RPG Maker 2003 which is set in a fantasy-futuristic world. I found some resources in the chipset and charset game folders which I didn't find anywhere else and I think I'll need them for my game. Can I use some? I will edit them and then I will credit you.
I don't know if I can finish your game, I've gt too many games to play and a game to make!
Thanks in advace andcongratulations for your game!

EDIT: Sorry! I've posted in the wrong topic!!!!! I meant to post in the other Sore Losers game, the one for rpg maker 2000!!! Now I'll rewrite my post on it!
Sated
puking up frothing vitriolic sarcastic spittle
7295
No, there is a logical way of doing it. It does come down to trial and error, though, which some people appear not to like. I'm toning down their presence in later levels based on current feedback.

To be honest, I've been meaning to post videos about each minigame in order to explain them (or maybe a compilation video), but since I changed computers and I don't have filming software on my new computer, I haven't gotten around to it. Sometime soon, perhaps.
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