RMVXA Untold Story (Demo Version Available!)

Meowsticks

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Untold Story is my take on the JRPG genre, where a mixture of people come together and ultimately save the world. Players will take control of the main character, form a party with others they meet, defeat Monsters to get stronger, and discover information about the world. Untold Story is very story-heavy and aims to create a fleshed out world with realistic-feeling characters. While story focused, the gameplay holds its own and aims to be simplistic yet deep as more options are opened up in combat to the player. The Demo Version equates to ~1/3 of the full version, but still contains a bunch of content to enjoy. As of posting this message, the full version of Untold Story has no release date, but is still in development so any feedback can and will be used to better the game. :)

Warning: While Untold Story features happier themes of camaraderie and adventure, darker themes of death, depression, and discrimination also play a large role. On another note, some profanity is expressed at points, and simulated gambling will occur as well. Please be aware of this.

Features (in the demo):
  • 6 main playable characters to use during battle.
  • 10-15 hours of playtime, depending largely on how your playstyle is.
  • A heavy emphasis on world building, character development, and story.
  • Over 70 unique NPCs to meet and learn about over the course of the game.
  • A Character Log to easily keep track of all the people you will meet.
  • Several dungeons to test your skills in battle as you gain more weapons and Skills to use.
  • 2 'superbosses' that will test your skills to the highest extreme.
  • Switch Equipment in the middle of battle to be prepared for any situation.
  • 23 Quests to complete and help out the people of the world.
  • 143 Chests to open up and receive the goodies awaiting within.
  • 18 Friend Conversations to have, allowing party members to learn more about each other, and increase their stats!
  • A built-in Randomizer Mode, which will shuffle the contents of all the chests in the game, and can even shuffle the order that party members join the team.
Download:
You can read more and download the Demo Version here or keep reading for more information. :)

Story:
The story follows Rover Wilson, an 18 year old from Chilriva, currently learning how to control the Elements of the world: Fire, Ice, Water, and Lightning. Life goes by normally until one day Rover and a few fellow students encounter a strange group meddling with a stone structure they dubbed a "Monument". The situation turns grim for Rover and his friends, but the group is ultimately saved after being mysteriously teleported away from the only home they've known.

Rover ends up in a precarious place, but is saved by a group known as the Purple Pirates. Alone and in an unfamiliar place, he decides it is time to set out. What begins as a simple quest to find his friends, develops into a mission to save the world--by destroying the only things keeping it together. Along the way, Rover meets several people who have their own stories to tell, and ends up learning more about the world, and himself, than he ever wanted to know.

Gameplay:
Untold Story is a turn-based RPG, where the player's party take all of their actions, followed by the enemy taking theirs. During combat, characters can take their actions in any order, and their action is executed immediately, allowing players to choose the best order of operations for a turn in battle. Each of the party members have their own role to play in battle, making each of them a valuable asset to keep around. The two main actions in battles are "Attack" and "Skills" (skills are more akin to Magic in other RPG series).

There are two "main" settings for gameplay: the map and dungeons.
  • On the map, the gameplay revolves around chatting and getting to know the diverse cast of NPCs that live across the world of Atomous. Every NPC in the game is unique, with their own life and story going on. It's up to you if you wish to learn more about them or not.
  • In dungeons, players will fight through random encounters with Monsters and picking up treasure chests filled with various goodies to help the party out, from items to weapons! Defeating Monsters will grant Experience Points to level up your characters and get them stronger.

Screenshots and Videos
Dresko - Copy.png
The strange group and the "Monument"

Roxy.png
Roxy about to use one of her Skills, Status Shots, to inflict Poison.

character.png
The Character Log, with a total of 88 entries in the Demo Version to fill up and read.

MarcusToss.png
Marcus after using one of his Skills, Battle Items, to debuff the enemy.

Watch a battle in action

Party Member Details
RoverFace.png
Rover Wilson
If I had to put Rover into a traditional job class, he would be a "Black Mage". Rover's main use in battle is use the different Elements to exploit the weakness of the enemies, or even create one. Exploiting an Elemental weakness will deal double damage, and with control over all four of them, Rover can easily dish out damage...so long as the enemy has a weakness.

Drake.png
Drake Mantiful
Drake uses "Arms" in battle, but in other terms, he punches Monsters. His Skills allow him to drain HP and SP from enemies, but his real strength lies in his consistency, having decent damage output and high accuracy. With future Skills, he might have a few other tricks up his sleeves that will help out the party greatly.

RoxyFace.png
Roxy Rodriguez
A member of the Purple Pirates, and master with the Bow. Her Attacks are a gamble, featuring low accuracy, but extremely high critical chance. However, her true strength lies in her Skills, Status Shots. These allow her to inflict a variety of Status Ailments onto most enemies--that includes bosses. She might not get the finishing blow very often, but what matters to her is helping others achieve their victory first!

GeoffreyFace.png
Geoffrey Lake
A member of the Royal Guard in Telles, and one of the strongest party members. While Geoffrey is great at dishing out damage, his has many other useful abilities. His Skills, Adjustments, can reduce the damage the party member takes, or can increase the damage the enemy takes. He is also capable of taking hits intended for his allies.

Laz.png
Lazerous (Real Name: ???)
A so-called Witch, Lazerous isn't like the others. Her Skills, Magic, allow her to deal Non-Elemental damage, meaning she can damage any enemy, no matter what. Her Skills also have a secondary effect, from piercing defense to inflicting statuses. She is capable of dealing a ton of damage, but her frail disposition makes her very fragile.

MarcusFace.png
Marcus Hiro
Marcus has many different weapons and techniques, making him a very versatile character. He has several weapons, each with their own trait that makes them better or worse for a given situation, or for the players preference. His Skills, Battle Items, allow him to inflict a variety of debuffs onto the enemies, and even allows him to deal Elemental damage to the entire enemy party.

Credits
Untold Story would not be possible without a large amount of scripts from various people. The abundance of scripts come from Yanfly but here is a full list of scripts used in the Demo Version:

Scripts Used:
Scripts by Yanfly
-Ace Core Engine
-Ace Battle Engine
-Party System
-Free Turn Battle System
-Skill Cost Manager
-Ace Menu Engine
-Status Menu
-State Manager
-Command Equip
-Parameter Equip
-Save Menu
-Item Menu
-Party Size Menu
-Element Absorb
-Elemental Pop Up
-Shop Options
-Victory Aftermath
-Settings
-Passive States
-Combat Log
-Command List
-Enemy HP Bar
-Anti-Fail
-Gab Window
-Ace Message System
-Extra Drops
-Weapon Attack Replace

Script by Hime
Region Names
Party Manager
Multiple Party Merger

Scripts from Forum
aWhiteRaven - Battle Count
Erics - Time Played
Mr. Trivel - Crafting Simple
Shadowmaster - Bestiary
Sakuraba - Custom Encyclopedia
Shaz - Region Common Events
Zeus81 - Full Screen
Mithran - Graphical Object Debugger

Luna Engine DLC Script
(By Rhyme and Archeia_Nessiah)
Quest Menu

I take no credit for any musical track in the game.
All Music Tracks used are from:
RPG Maker VX Ace
RPG Maker MV
IG Maker
 
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Reinarc

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Hey there! I got up to the tentacle boss (I've meant to try out your demo yesterday but it's been a whirlwind of a week). This won't be as comprehensive as you did for me, but I will get to playing more soon and I will edit this.

  1. The music. I did recognize a few standard tunes, but it all worked.
  2. Starting off on a snow continent. Yes! Love it.
  3. Likeable characters so far, good dialogue.
  4. No typos so far (I'm jealous).
  5. Battles seem fluid and fast paced. I LOVE the free turn system (I'm assuming it's a plugin? I'm not familiar with anything between 2k3 and MV). Great chance to be strategic.
  6. Love the field items you get from monsters (regen health/mana things). Makes dungeon-ing much easier.
  7. Something else I forgot about, but it's there dang it! Oh yeah, nice Field Skills. I hope those continue to be used throughout the game.
  8. It is awesome that you have an option in the menu to see next steps. Very handy for when people take breaks from the game or generally need guidance.
  1. I know this is a common complaint, but in the ice dungeon I got into battle every 5 steps it seemed. With the field recovery items, it was manageable (plus leveling up has some pretty high bonuses to HP, which helps).
  2. Some maps are a little bare bones so far. Believe me, I'm no one to criticize this as mapping is something I loathe doing (hence why I labeled it things to consider). Again, not sure what the RPG Maker you use has as far as resources.


You're a solid dialogue writer for sure. I enjoyed it.
 

Meowsticks

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@Reinarc Yo thank you so much for playing!! :kaoluv: Every week is a whirlwind of a week. :LZSlol: Glad to see you've enjoyed it so far.

To reply to some of your comments:
No typos so far (I'm jealous).
Key words are "so far". They're coming. :guffaw: Every time I playtest I find like at least a dozen more coming out of nowhere. The worst typos are the ones spell checkers won't catch.

Battles seem fluid and fast paced. I LOVE the free turn system (I'm assuming it's a plugin? I'm not familiar with anything between 2k3 and MV).
That's Yanfly's battle script, and I love it too! It was one of the first scripts I added so the battle system has been with the game for a very very long time.

I know this is a common complaint, but in the ice dungeon I got into battle every 5 steps it seemed. With the field recovery items, it was manageable (plus leveling up has some pretty high bonuses to HP, which helps).
One of my friends playtested this before the demo went live, and the encounter rate was even worse. I raised the encounter rate for pretty much every single dungeon, but that's just the drawback/limitations with random encounters.

In the past I was dead set on having random encounters, but after getting some feedback and especially playing other people's games here, I'm not so dead set on it. It would be a bit of work to revamp it so the battles are visible, but I've definitely seen that there's a large portion that would prefer it that way. I'm not set on changing it right now, but as you called it, it's something to consider for sure.

Some maps are a little bare bones so far. Believe me, I'm no one to criticize this as mapping is something I loathe doing (hence why I labeled it things to consider).
I'd like to think the map design gets better as the game progresses due to how I developed the areas (first area first, second are second, etc) but I suppose I'm not one to judge that. And I will fully admit mapping is not my strong suit. My friends have also said the maps are really (too) big. So yeah maps are something I gotta look more into.

Once again thanks for the feedback! It's good to have different views because they'll catch things you yourself wouldn't otherwise. If/whenever you get around to more I hope you keep enjoying it! The beginning is rather slow admittedly but hopefully it picks up soon.
 

Meowsticks

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Hey, just a quick update!
I put up a new version of the Demo (it's in the same place as the original post). In the earlier build, pressing right during battle would skip the players turn. I've since fixed that so it is no longer possible to skip an entire turn. I also added some QoL buttons: Pressing "Q" and "W" will bring up the Current Goal and Save Menu respectively without need to enter the menu.

I also increased the encounter rate a small bit...but I wouldn't be too concerned with that.
After giving it a lot of thought, I decided I am going to do away with random encounters. Instead, I'll have visible Monster sprites on the field so the player can opt to get into battles or not, or at least know when they will get into one. This will allow me more control over some aspects that would otherwise be random via encounters. I hope it's a change that we can all like. :)

Image of visible Monsters
visiblemonsters.png

The Demo Version still has Random Encounters, as there is a lot I will have to change to switch over to the visible sprites. I hope you understand. Thanks for reading!! :D
 

Reinarc

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It is a pain to do on screen encounters, but I think it's well worth it as far as player satisfaction goes, as it gives players more choice.

Alternatively, I don't know what plugins are available, but I think Yanfly has an encounter rate plugin (for MZ at least) where you can specify a minimum number of steps before a new random encounter.

Looking forward to playing it again!
 

Meowsticks

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I think it's well worth it as far as player satisfaction goes, as it gives players more choice.
Oh 100% yes. There's a bunch of stuff I've done that was tedious to do, but it's always worth it at the end if it makes it more streamlined, or just overall gives the player a better experience. It's all in the same vain of any media. Movies take years to make for a 90-120 minute time. People will spend weeks on a 20 minute youtube video.
 

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