Chad Sexington
Member
(Title screen by me: hand drawn and scanned, then colored with Photoshop.)
Title: Undeniably Sexy: A Thief's Tale
Maker: RPG Maker XP
Project Start: June 21, 2006
Last Updated: December 2, 2012
Team: Solo Project
Short Description: A very linear light hearted RPG, loosely based off of the MMORPG, Ultima Online.
Other Projects: None. This is my first, last, and only RMXP game.
Website: www.uothief.com
Download: Undeniably Sexy: A Thief's Tale
Twitter: @UOThief
Forums: uothief.freeforums.org
Hours of Gameplay: ~30
Game Status: 100% Complete
"The Game Story"
You play as a thief named Chad Sexington as you fumble and bumble your way into one strange situation after another, meeting the other six main characters along the way. Unknowingly, by the end, you would have played a central role in a series of major events. Honestly, when you get down to it, the "story" is extremely simple. But I'm more interested in what happens long the way.
This game focuses on the characters and the situations they find themselves in. This is what pulls me back into finishing the project. The "major events" are secondary and are just a backdrop in which the story can be told. Every character has at least some clue to what's going on -- everyone except Chad. Chad's clueless nature is a quality in him that I play all the way to the end. The sole purpose of "defeating the big baddie and saving the world" is only included in the game to keep the story moving along, stringing together all of the situations the cast of characters encounters.
Overall Flow of the Game, Broken Down by Acts:
Act I: Follow Chad as he bumps into the 6 other main characters from what looks to be random events. At the very end of Act I, meet Semidar and finally get your first glimpse as to what the story is really about.
Act II: The group is assembled (finally) and you follow their adventures from dungeon to dungeon. They make their way around the world confronting Neira, Mephitis, and Rikktor. The group starts out 7 strong at the beginning of this Act. It ends up a group of 1 at the end once again. And in this Act, there should be a noticeable increase in difficulty.
Act III: 4 champions down and 2 to go. Break out of jail for the last time with nothing but your wits. Defeat the remaining 2 champions and make your way to the final dungeon. Defeat the mini-bosses on the way and finally confront the Harrower to receive your prize. In terms of game design, the goal was "open ended gameplay." From the beginning of Act III, the goals of each area are made clear, but the means in which you accomplish those goals is entirely up to you. It's also here where I finally break up the strict linearity of the game where you can visit previous locations and venture off to multiple locations.
You play as a thief named Chad Sexington as you fumble and bumble your way into one strange situation after another, meeting the other six main characters along the way. Unknowingly, by the end, you would have played a central role in a series of major events. Honestly, when you get down to it, the "story" is extremely simple. But I'm more interested in what happens long the way.
This game focuses on the characters and the situations they find themselves in. This is what pulls me back into finishing the project. The "major events" are secondary and are just a backdrop in which the story can be told. Every character has at least some clue to what's going on -- everyone except Chad. Chad's clueless nature is a quality in him that I play all the way to the end. The sole purpose of "defeating the big baddie and saving the world" is only included in the game to keep the story moving along, stringing together all of the situations the cast of characters encounters.
Overall Flow of the Game, Broken Down by Acts:
Act I: Follow Chad as he bumps into the 6 other main characters from what looks to be random events. At the very end of Act I, meet Semidar and finally get your first glimpse as to what the story is really about.
Act II: The group is assembled (finally) and you follow their adventures from dungeon to dungeon. They make their way around the world confronting Neira, Mephitis, and Rikktor. The group starts out 7 strong at the beginning of this Act. It ends up a group of 1 at the end once again. And in this Act, there should be a noticeable increase in difficulty.
Act III: 4 champions down and 2 to go. Break out of jail for the last time with nothing but your wits. Defeat the remaining 2 champions and make your way to the final dungeon. Defeat the mini-bosses on the way and finally confront the Harrower to receive your prize. In terms of game design, the goal was "open ended gameplay." From the beginning of Act III, the goals of each area are made clear, but the means in which you accomplish those goals is entirely up to you. It's also here where I finally break up the strict linearity of the game where you can visit previous locations and venture off to multiple locations.
This game is loosely based off of the MMORPG Ultima Online. One of the main features of that game is the skill based system (instead of level based like WoW). I tried to translate that skill system into this game.
Below is the complete list of all 16 Ultima Skills in the game. There are 7 main characters and each character has 3 skills. By performing specific actions a "skill gain check" will be calculated. The higher a skill is, the harder it is to gain during each check. The chance to gain is based on a linear equation. At zero skill there is a 100% chance to gain. At 1000 skill there is a 25% chance to gain. (If successful, the skill will increase by +1. Each skill has a maximum of 1000. The skills of your current party can be checked at any time from the menu screen.
Below is the complete list of all 16 Ultima Skills in the game. There are 7 main characters and each character has 3 skills. By performing specific actions a "skill gain check" will be calculated. The higher a skill is, the harder it is to gain during each check. The chance to gain is based on a linear equation. At zero skill there is a 100% chance to gain. At 1000 skill there is a 25% chance to gain. (If successful, the skill will increase by +1. Each skill has a maximum of 1000. The skills of your current party can be checked at any time from the menu screen.
- Blacksmithy
- Bonding
- Chivalry
- Eating
- Fishing
- Focus
- Fortune Telling
- Inscription
- Magery
- Meditation
- Mimic
- Mining
- Stalking
- Stealing
- Tactics
- Taming
- 10 skills are taken directly from Ultima Online.
- 6 skills are taken indirectly from UO.
- 5 skills are duplicate among characters.
Chad Sexington
(a.k.a. The Slaughterer)
- Gender: Male
- Class: Thief
- Ultima Skills: Stealing, Stalking, and Eating
- Curious like a child and a habitual liar.
- Enjoys telling jokes and stories even if no one cares to listen.
- Master Thief and Part-Time Assassin
- If he's not stealing or murdering, he's satisfying his sweet tooth. A food lover.
- Preferred Weapons: Daggers, Krysses, War Forks, and Katanas.
- Favorite Foods: Cookies, Cake, Meat, Apples, Grapes, Bread, Pie, and Ale
TheOneEyedJack
(a.k.a. The Predator)
- Gender: Male
- Class: Mage
- Ultima Skills: Magery, Meditation, and Fishing
- Strange (and unfulfilled) sexual appetites. Sexually frustrated.
- Master Mage and Amateur Fisherman
- Preferred Weapons: Spellbooks, Scythes, and Cutlasses.
- Favorite Foods: Fish and Ale
BEO
(a.k.a. The Ogre)
- Gender: Male
- Class: Ogre
- Ultima Skills: Tactics, Eating, and Bonding
- Healthy Eater
- Selectively Curious
- Strong like an ox.
- Preferred Weapons: Clubs
- Favorite Foods: Humans, Meat, Carrots, Cheese, Eggs, Pizza, and Ale
Endrick
(a.k.a. The Exile)
- Gender: Male
- Class: Paladin
- Ultima Skills: Chivalry, Focus, and Taming
- Pure of heart and noble to a fault.
- Values everything holy and vanquishes everything evil.
- Wide-eyed and eager to learn and meet new friends.
- Master Paladin
- Amateur Tamer
- Problems with sleepwalking.
- Preferred Weapons: Halberds, Swords, and Maces.
- Favorite Foods: Bird, Bird legs, and Ale
Lord Book Master
(a.k.a. The Leader)
- Gender: Male
- Class: Mage
- Ultima Skills: Magery, Meditation, and Inscription
- Strange old man.
- Natural leader.
- Master Mage and Scribe
- Keeper of much knowledge of the world.
- Corrupt through and through.
- Natural sexual appetite.
- Preferred Weapons: Spellbooks
- Favorite Foods: Ribs and Ale
Special SixtyNyn
(a.k.a. The Tempstress)
- Gender: Female
- Class: Blacksmith
- Ultima Skills: Blacksmithy, Mining, and Fortune Telling
- Insanely beautiful and enormously wealthy.
- Strange past and most likely of royal lineage.
- Very knowledgeable of the evils of the world.
- Master Tinker, Smith, Tailor, and Miner
- Amateur Fortune Teller
- Dirty, dirty, whore.
- Preferred Weapons: War Hammers, Swords, and Maces.
- Favorite Foods: Apples, Grapes, Carrots, and Ale
Robyn Banks
(a.k.a. The Pretender)
- Gender: Male
- Class: Thief
- Ultima Skills: Stealing, Mimic, and Focus
- Master Thief, Mime, and Con Artist
- Moderate Fighting Skills
- Gambling problem.
- Preferred Weapons: Short Spears, Swords, Cutlasses, and Katanas.
- Favorite Foods: Bread, Cheese, Eggs, and Ale
"You shouldn't mix two different tilesets."
I don't know what to say. I see it. I like it. It gives chests, NPCs and items you can interact with to solve puzzles some 'pop'. I still think many people with this complaint are die hard RMXP users, see so many games, and to them it stands out like a sore thumb. To everyone else, it's fine. Someone suggested I add a little more detail and darken all of the RTP graphics. I may do that, but it'll be much, much later if I ever do. (After I "finish" the game.) Most RTP graphics I use are due to the fact that Ultima Online is an isometric game and some UO graphics just don't translate that well.
"I don't like the face pics you used."
Like many things in the game -- graphics wise -- they're ripped straight from Ultima Online. This is an Ultima Online fan game after all. The fans of the game will recognize it and get all the little references -- including the face pics. (If this were a completely original title, I would use different pics, for sure.)
"The game is too linear."
The game is absurdly linear, even by RPG standards. There isn't even an overworld map in which you have more control and this is by design. Hopefully, the hook of the game will be the main cast of characters and the situations they always seem to find themselves in. If the characters, dialogue, and situations don't hook you, then the game probably will fall flat on many levels.
"There aren't enough scripts."
I'll be the first one to admit that Undeniably Sexy features a bare minimum of scripts. In fact, off the top of my head, the only scripts I've included is an extremely basic Side-view Battle Script, a Level-up Script, and a few minor alternations to the menus. Nothing more. The vast majority of features in the game are done by events alone. Because of this, the game might lack some visual bells & whistles, but I think it's still effective.
I don't know what to say. I see it. I like it. It gives chests, NPCs and items you can interact with to solve puzzles some 'pop'. I still think many people with this complaint are die hard RMXP users, see so many games, and to them it stands out like a sore thumb. To everyone else, it's fine. Someone suggested I add a little more detail and darken all of the RTP graphics. I may do that, but it'll be much, much later if I ever do. (After I "finish" the game.) Most RTP graphics I use are due to the fact that Ultima Online is an isometric game and some UO graphics just don't translate that well.
"I don't like the face pics you used."
Like many things in the game -- graphics wise -- they're ripped straight from Ultima Online. This is an Ultima Online fan game after all. The fans of the game will recognize it and get all the little references -- including the face pics. (If this were a completely original title, I would use different pics, for sure.)
"The game is too linear."
The game is absurdly linear, even by RPG standards. There isn't even an overworld map in which you have more control and this is by design. Hopefully, the hook of the game will be the main cast of characters and the situations they always seem to find themselves in. If the characters, dialogue, and situations don't hook you, then the game probably will fall flat on many levels.
"There aren't enough scripts."
I'll be the first one to admit that Undeniably Sexy features a bare minimum of scripts. In fact, off the top of my head, the only scripts I've included is an extremely basic Side-view Battle Script, a Level-up Script, and a few minor alternations to the menus. Nothing more. The vast majority of features in the game are done by events alone. Because of this, the game might lack some visual bells & whistles, but I think it's still effective.
World Map w/o Panoramic Background
Screenshots from Act II
Screenshots from the last sections of Act II
Screenshots from Act III
A simple custom Status screen thanks to Juan J. Sánchez & ZenVirZan:
Website
Player's Guide
Credits
*The Player's Guide is very outdated. I'm constantly updating and revising the game. I couldn't keep up with the changes in the guide and it's currently outdated by over a year. I leave it because there are still some clues to some of the trickier parts.