I haven't checked here in a bit, so to see the switch to unreal engine is a pleasant surprise! I've honestly been considering ditching rpgmaker as well, so I was wondering: How hard is unreal to get into? Would you say learning it is similar to learning MV at all? I'd normally just google this, but I figured I'd ask you as you worked with rpgmaker previously.
Unreal feels a lot more manual in a sense that you have to know how to put even the simplest things like talking to an NPC together compared to RPG Maker where its as easy as clicking a few buttons. I could have made a whole scene with a handful of premade sprites in RPG Maker with the amount of time it took for me to learn how to put together UI for the dialogue box as well as having an NPC respond to me under the right conditions in Unreal.
Unreal is pretty complex but I don't think it's too hard to get into, especially with the amount of tutorials there are on YouTube. Unreal has a kind of visual scripting they call "Blueprint" where instead of typing in lines of code, you use nodes and connect them in certain ways to execute stuff. Unreal is significantly harder and can be intimidating (sometimes even frustrating when something isn't working right) at times but I've personally found it more rewarding when I learn how to put together a scene, UI, interactions, etc. What's helped not get so overwhelmed with Unreal is being really patient and doing things one step at a time.
to be honest, I love how the game is going and want to this game to be completed, the characters (especially Daphne and Archie) were great and very well written and I enjoyed this more that I thought I would, even though I never was a fan of pure story based RM games THIS is the exception, hope ya the best!
I just finished the demo after watching a certain YT video and dfjhgfhjf as soon as this game comes out I definitely intend to buy it when it does! I can tell you've put so much time and thought into just the demo alone and honestly as an aspiring indiedev myself all I can say is I'm impressed by how much is in this small (i'm guessing very small, for that matter?) portion of the plot (not to mention how much eventing and scripting you must've done for just this section of the game alone!)
I'd have to say my two favorite parts (past Archie who is just naturally great and I love his dialogue about plants with Lily - kind of hope that becomes a running gag between them ngl because that scene built up perfect relationship chemistry between those two as well as w/ poor Perry) would be the jewelry shop and the scene with Daphne you get to see as Archie.
I wandered into the jewelry shop out of mere curiosity, quickly realizing that the guy could move between shop counters. When the guy complained about me not making up my mind and wheezing to the ground, exhausted, I couldn't help but snicker and be in complete awe of that scene. It's such a small detail, almost insignificant because you're not required to visit the shop during the demo whatsoever, but it honestly brings your game to life in a way that tells players you're rewarding them for their curiosity.
I also loved Archie's intrusion into the scene with Daphne scolding the train crewmembers. Being able to watch that optional cutscene that I stumbled upon by mere happenstance while exploring such a small town was truly a treat in of itself. It's made even better by the small details like the guard going back to constantly fix the suit of armor, trying again and again to fix it only to just meekly give up and hightail it out of there.
I also found that Archie's comment on getting out of there a nice touch: especially since I realized later that his behavior up until meeting Lily (such as hiding behind the train as Daphne escorts the crew members away) made sense, especially because he thought he would get in trouble and was trying to avoid that. It also made me wonder though: does Archie have some intrinsic fear of authority figures and/or being punished for acting too out of line? Much of his behavior suggested he was avoiding directly confronting any authorities because he didn't want to get in trouble, and I'm not sure if that's because he didn't want his message delivery to be interrupted or because of some maybe past trauma (such as having the authority figures in his homeland threatening him constantly for speaking out of line which results in an unease to be found by authorities and accused of making trouble). I can see him going both ways but I suppose I'll have to wait before I can learn more about him to see if I'm right or wrong about what I noticed about him
Lily and Perry were also good, their comedic timing is well paced, though they felt a bit generic for characters compared to Archie. Lily in particular fell a little on the generic side, mostly because girls who love art kind of feels like an expected stereotype in stories (and this is coming from someone who actually is that stereotype irl so pot meet kettle lol). It's not bad in any way as long as she's given other unique traits to make her stand out (like comparing art tools, perhaps, or getting in a heated debate with Archie over the identification of various flora). However, her love of plants and her distraction by them in comparison to more important events does make her pop out more. It was really refreshing to have a character be so into plants to the point of distraction, even being exasperated at Perry for not knowing what type of plants they were (which correlates with his mentality to have the plants be a stepping stone to show he's responsible: he doesn't care what kind of plants they are, only that they show his dad he's worthy). You had a really good dynamic there as I mentioned before and I would love to see more scenes like that, with Lily and Archie getting distracted and Perry hauling them along as some sort of running gag (kind of like what you've already shown to be doing in the comic you gave glimpses of).
Also in regards to Perry: his options to ~bully~ Flint were really satisfying as a player to pick and I loved his opening scene (as well as his "for the love of- WE'RE CLOSED" shtick that happens constantly throughout the story (the poor customer at the end though...I laughed at that so hard lmao). He feels a little bit on the typical hero side, but with that said there is something endearing about him that makes me feel at ease even with that knowledge. His comedic timing really sold him and I can only imagine him being at odds with the jargon Archie and Lily might use on discussions about plants or even leaving them behind if they're too absorbed in their own little worlds.
My only nitpicks I would provide, aside from that a quick skim through the comments below has suggested, is maybe increase the timer on the train. For me, even though I'd watched the YT review of this game, it took me quite some amount of time to talk to everyone in the train AND figure out who to talk to to trigger the cutscene to get past the Sentinel guarding the front of the train. By the time I'd found the sick guy my timer was 0:03 which, supposing a Bad End is implemented if one goes over the time limit, might be frustrating to players if they have to redo going the whole entire first scene again (especially if they didn't think there was a point to saving because obviously the puzzle is supposed to be doable in five minutes).
Also, speaking of save files, I'm not sure if this is just an occurrence on Mac computers or if this is just a built in feature of the demo (especially considering how relatively short it is), but I was unable to save during the length of my play session. However, I only tried saving once (iirc in the town playing as Archie) so it could be that I was only preventing from saving in that location but could've saved elsewhere.
Other than those flaws (and the ones I've seen other people already mention which it sounds like you have fixed already :Dc) this was a really amazing game! For such a short session, I found myself connecting a lot of dots to potential plot points (and what might happen after the demo's ending) but that doesn't at all stop me from wanting to buy this when it's done! From what it sounds like, this is going to be a lengthy game (especially if there are...7? 8? realms to go through and we've only ever seen a town in one of them) and I'm definitely eagerly going to be awaiting the day this arrives in full to play!!
Wow what a comment! As always, super motivating to see people excited for my game.
Thanks a lot for all the feedback, especially about the characters. I'm happy to see Archie being a favorite by most people and am doing what I can to make the other characters, like Lily and Perry, being just as interesting in their own unique ways. The demo is pretty old so I will say I have put a significant amount of work on Perry and Lily since its release since I want their to be a bigger impact with the story and character development I have mapped out for them.
Really happy to see you felt rewarded with your curiosity, that is something I'm trying to include more of. I definitely want to give my game a more lively feeling by having a lot of optional scenes and interactions as a form of interactive worldbuilding. Also revealing hidden quests, items, etc. This is also why I am including branching paths in the game, to let people have more agency over certain events. Although branching paths means even more work on, I am already feeling like it will be worth it.
Regarding questions about Archie and his past, I could go on and on about his backstory and what I have planned for him but...probably best I don't risk spoiling anything . Haha :I
Thanks for giving me the feedback in the train, I'll try to find a good balance in the amount of time. Oof speaking of which, I still haven't fixed the issue with nothing happening after the timer finishes (It's on my to-do list I promise!). I'll also need to check on that save restriction. I think it's about time I wrote up a bug list to keep better track of these.
It's always great to know there are people excited to be able to someday play the full version of Wayfarers. I'm still stuck to only working on it mostly over the weekends but am also exploring the potential of working on this more often in the near future. Thank you again for your feedback!
Thanks for the advice. I'll check out that tool. Also thanks for heads up on the bug. There have been a number of bugs I've already fixed since the demo but that was one was still in the current build T_T.
You can't pass the train? How far were you able to get to in the train?
(Kinda) Spoiler: There's a character on the train you need to talk to after talking to the guard that won't let you go to the other side. Talking to the character will provide a choice.
If there's till difficulty getting the guard to move let me know and I'll provide a screenshot (or maybe a short vid if you'd like) on what to do.
This game was quite good! Not bad for a first impression. I really love the storytelling and the characters (especially Archie since he's my favourite). Overall I think this game has great potential. The version I have of the game might be a bit old because I downloaded it a while ago and didn't get around to playing it until now. But here are some things I noticed on my old version and some small suggestions.
- During the train section I let the timer run out to see what would happen, but nothing ended up happening. I think it would be cool if you got a bad ending if the timer ran out or it affected the story somehow. Also I was able to walk through the walls of the first carriage but I think someone else pointed that out to you anyway.
- This is a bit of a nitpick, but when I revisited the train station after that event the guards didn't have any dialogue. I'm not sure whether or not this was intentional since it's just a demo, but I thought I would bring it up just in case.
These are just suggestions I thought might make the game even better. Of course it's your choice whether or not to take them into consideration.
- There is a yanfly plugin that adds a guest journal. I think this would come in handy to keep on track with quests and whatnot and to prevent players from becoming stuck and frustrated.
- There's also a very handy plugin by yanfly that adds a backlog. I'm pretty sure it works with the message core plugin, but it allows the player to read through previous dialogue with the press of a button. I know I personally really love having this feature available to me because I tend to get confused during plot heavy games and simply having that feature makes it so much easier for me to understand story and whatnot. Once again, this is simply a suggestion. Do whatever you want with it.
I'm really liking how this game is looking though and I'm thrilled that you're still working on it! I'm looking forward to its final release.
Thanks for playing my demo! Sadly yes the demo that is currently available is pretty outdated :I. I do make fixes to what people have pointed out but I didn't have enough sense to keep a separate demo version and full version. By that I mean when I decided to continue working on this, I just continued where I left off in the demo. So that means I can't provide an updated demo. Sorry about that :(
Yikes the countdown in the train is definitely one I haven't heard of yet. Also with the guards not having dialogue at the train station Good finds!
The Yanfly guest journal is something I definitely plan on putting in. I didn't know about this plugin that adds a backlog. You make a good point on how beneficial it would be to have. I'll look into it. Thanks for the suggestions!
I'm really glad you like my game. I know I say that a lot in comments but I really mean it every time I say it. Seeing people like my game actually makes me feel good about all the time and effort I have been putting into. It motivates me more and more to finish the game. It also pushes me to see how I can improve the game in any way to make the full version better.
That’s fine, I’m not too stressed or annoyed about that.
I’m glad my points proved to be somewhat useful for you though and that you appreciate my comment ❤️ I know I’ve started making an rpg maker game myself and I’m sure people’s love for it is always very encouraging.
i found this through thegamedawg i didint watch everything he said about wayfarers because i wanted to experience it myself.And i was not disappointed this is the best rpg maker game i have ever played my only question is.Are you still working on this game? its amazing i hope to see more of the story in the future.
Thanks so much for playing my game! Always good to know there are people that like it. Yes, I'm still working on it. My production on it isn't as fast as when I made the demo because I've been restricted to mostly working on it on the weekends. But I am definitely intending to finish this game.
When I made the demo, I decided to make it entirely story because I wanted the focus of the game to showcase my skills as a writer.
However, the story I wrote as a novel, not a game, had a good amount of action in it. I figured since I am now trying to make a complete game, it would make sense to have a battle system in it. I plan on having unique actions included in the battle system with a few plugins that have caught my eye. I would also LOVE to have original battler sprites and attack animations. I've been keeping an eye out on artists to hopefully find one that would be a good fit for Wayfarers. But that's all stuff for much later in development.
I haven't installed this yet but you should thanks TheGamedawg if I decided to install it,please forgive my english I am an italian(yes your game has arrived this far).
Thanks for downloading my demo! Here's hoping you end up installing it. Here's hoping even more you enjoy it. From what I understand in your comment, you'd like me to thank TheGameDawg for the video he made that talks about my game. If so, I'd like to assure you that I've thanked him when I first discovered the video. He is actually a big reason why I'm continuing to work on Wayfarers! :D
I really, really, REALLY enjoyed this demo! You truly have a knack for creating diverse, interesting characters and ESPECIALLY memorable moments such as funny scenes - the coin store guy is classic, the dummy scene, and broken armour skit. The dramatic scenes are well done - nice use of music and pacing. I'm really invested in all 3 main character's different story arcs and curious how they are all linked together. Love your concept of a universe with 7 differing realms, and love how they are referenced by even NPCs. Really helps bring the world to life. I hope to see Archie's realm in the finished product. He and Lily are my favourite characters. I like the tension between her and her sister.
This is obviously a WIP but I found I could walk on the walls of the train (I almost thought this was intentional so it took me longer to work out what to do XD). Also, in some scenes, especially with tension between the two sisters, the music was the standard 'uplifting shop' music and I felt it needed to be more dramatic to fit the mood of the scene. When given tasks, I would have liked readable lists - I'm kinda forgetful XD
Please finish this!! Happy to test your game in future.
Thanks so much for the kind words! I'm really looking forward to bringing these 7 realms to life throughout this game. Archie's realm is definitely going to be a fun one to show. Also super happy to see Lily as one of your favorites. I've been putting a lot of thought into her story arc and character development.
Yikes the walls in the wall with no collision was definitely not intentional. Thank you for pointing that out along with the uplifting music playing in the tense parts.
Good point with the list of current tasks. I'm pretty sure I saw a plugin that could do that (most likely Yanfly's).
I feel my maps are mediocre at best but I think what's been helping me out a lot is looking at maps from other RPG Maker games.
Not to directly copy the maps but to get ideas on what kind of ways to utilize the tilesets in order to create towns and rooms with your own personal touches.
When I first started, I kept getting told my maps had too much empty space.
This was one of the first versions I made of the Universal House of Worship where there was just too much unnecessary space. Made the map feel barren and incomplete.
Here's a newer version where I added a carpet on the main pathway and narrowed it down to minimize that empty feeling. I'm thinking of putting some other statues or decorations on certain parts of the pathway but still on the fence about it.
Glad to hear the coin store owner did his job. Also really glad to see you enjoyed reading the comics. I actually would love to make another comic someday, maybe I'll return to it once I finish the game.
Here's hoping the completed game will live up to its potential!
Im new to RPG Maker games and not the biggest fan of RPGs in general so I'm suprised to say that the story so far has really gripped me. I love how each character's individual story is introduced, culminating in them all meeting at the warehouse. I wish there was more to play!
P.S. I also heard about this through the below mentioned youtube video.
Wow sorry for not responding to this comment until now. I'm so glad that you like my game, especially since you said you're not the biggest fan of RPGs. I'm definitely doing what I can to finish this game.
Well, I played your demo and here's my thoughts. So far, you have crafted a fascinating story that grips the reader from the start, along with some great characters. I'm a huge fan in particular of Archie. He's just so wonderfully eccentric. (or possibly a robot? xD)
My only complaint was when, at the end, Perry decides to go home, you don't really get directions or a hint at which house is his. Otherwise, everything played well and really set up the story for more. I'm actually looking forward to the full game.
Regarding going to Perry's home I felt the same way. But then I remembered that the bartender mentioned it along with the location of the warehouse. I suppose there could have been a reminder though.
Oh my gosh!! I loved it!! I saw it featured on a youtube video, and it got good praise, so I decided to check it out and I'm glad I did. The writing and pacing is excellent, and I was incredibly invested from start to finish. I've always loved rpg maker games, and have played quite a few, but this game felt really fresh. (Also the goods/gold shopkeep made me laugh out loud.) Good work! can't wait to see final game
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Wayfarers Demo for Windows says its missing Actors.json. Pls fix that.
Are any of these downloads Wayfinders?
Sadly no. It's still in development.
Ah, well glad it's still alive though! I watched a video from like, three years ago that brought me here so wasn't expecting a 3d remake at all!
I haven't checked here in a bit, so to see the switch to unreal engine is a pleasant surprise! I've honestly been considering ditching rpgmaker as well, so I was wondering: How hard is unreal to get into? Would you say learning it is similar to learning MV at all? I'd normally just google this, but I figured I'd ask you as you worked with rpgmaker previously.
Unreal feels a lot more manual in a sense that you have to know how to put even the simplest things like talking to an NPC together compared to RPG Maker where its as easy as clicking a few buttons. I could have made a whole scene with a handful of premade sprites in RPG Maker with the amount of time it took for me to learn how to put together UI for the dialogue box as well as having an NPC respond to me under the right conditions in Unreal.
Unreal is pretty complex but I don't think it's too hard to get into, especially with the amount of tutorials there are on YouTube. Unreal has a kind of visual scripting they call "Blueprint" where instead of typing in lines of code, you use nodes and connect them in certain ways to execute stuff. Unreal is significantly harder and can be intimidating (sometimes even frustrating when something isn't working right) at times but I've personally found it more rewarding when I learn how to put together a scene, UI, interactions, etc. What's helped not get so overwhelmed with Unreal is being really patient and doing things one step at a time.
to be honest, I love how the game is going and want to this game to be completed, the characters (especially Daphne and Archie) were great and very well written and I enjoyed this more that I thought I would, even though I never was a fan of pure story based RM games THIS is the exception, hope ya the best!
11/10 >:3
Oooo this is the first time someone has talked about Daphne! She will definitely be more involved than what the demo shows. Thanks again!
im so excited for the full version.
I just finished the demo after watching a certain YT video and dfjhgfhjf as soon as this game comes out I definitely intend to buy it when it does! I can tell you've put so much time and thought into just the demo alone and honestly as an aspiring indiedev myself all I can say is I'm impressed by how much is in this small (i'm guessing very small, for that matter?) portion of the plot (not to mention how much eventing and scripting you must've done for just this section of the game alone!)
I'd have to say my two favorite parts (past Archie who is just naturally great and I love his dialogue about plants with Lily - kind of hope that becomes a running gag between them ngl because that scene built up perfect relationship chemistry between those two as well as w/ poor Perry) would be the jewelry shop and the scene with Daphne you get to see as Archie.
I wandered into the jewelry shop out of mere curiosity, quickly realizing that the guy could move between shop counters. When the guy complained about me not making up my mind and wheezing to the ground, exhausted, I couldn't help but snicker and be in complete awe of that scene. It's such a small detail, almost insignificant because you're not required to visit the shop during the demo whatsoever, but it honestly brings your game to life in a way that tells players you're rewarding them for their curiosity.
I also loved Archie's intrusion into the scene with Daphne scolding the train crewmembers. Being able to watch that optional cutscene that I stumbled upon by mere happenstance while exploring such a small town was truly a treat in of itself. It's made even better by the small details like the guard going back to constantly fix the suit of armor, trying again and again to fix it only to just meekly give up and hightail it out of there.
I also found that Archie's comment on getting out of there a nice touch: especially since I realized later that his behavior up until meeting Lily (such as hiding behind the train as Daphne escorts the crew members away) made sense, especially because he thought he would get in trouble and was trying to avoid that. It also made me wonder though: does Archie have some intrinsic fear of authority figures and/or being punished for acting too out of line? Much of his behavior suggested he was avoiding directly confronting any authorities because he didn't want to get in trouble, and I'm not sure if that's because he didn't want his message delivery to be interrupted or because of some maybe past trauma (such as having the authority figures in his homeland threatening him constantly for speaking out of line which results in an unease to be found by authorities and accused of making trouble). I can see him going both ways but I suppose I'll have to wait before I can learn more about him to see if I'm right or wrong about what I noticed about him
Lily and Perry were also good, their comedic timing is well paced, though they felt a bit generic for characters compared to Archie. Lily in particular fell a little on the generic side, mostly because girls who love art kind of feels like an expected stereotype in stories (and this is coming from someone who actually is that stereotype irl so pot meet kettle lol). It's not bad in any way as long as she's given other unique traits to make her stand out (like comparing art tools, perhaps, or getting in a heated debate with Archie over the identification of various flora). However, her love of plants and her distraction by them in comparison to more important events does make her pop out more. It was really refreshing to have a character be so into plants to the point of distraction, even being exasperated at Perry for not knowing what type of plants they were (which correlates with his mentality to have the plants be a stepping stone to show he's responsible: he doesn't care what kind of plants they are, only that they show his dad he's worthy). You had a really good dynamic there as I mentioned before and I would love to see more scenes like that, with Lily and Archie getting distracted and Perry hauling them along as some sort of running gag (kind of like what you've already shown to be doing in the comic you gave glimpses of).
Also in regards to Perry: his options to ~bully~ Flint were really satisfying as a player to pick and I loved his opening scene (as well as his "for the love of- WE'RE CLOSED" shtick that happens constantly throughout the story (the poor customer at the end though...I laughed at that so hard lmao). He feels a little bit on the typical hero side, but with that said there is something endearing about him that makes me feel at ease even with that knowledge. His comedic timing really sold him and I can only imagine him being at odds with the jargon Archie and Lily might use on discussions about plants or even leaving them behind if they're too absorbed in their own little worlds.
My only nitpicks I would provide, aside from that a quick skim through the comments below has suggested, is maybe increase the timer on the train. For me, even though I'd watched the YT review of this game, it took me quite some amount of time to talk to everyone in the train AND figure out who to talk to to trigger the cutscene to get past the Sentinel guarding the front of the train. By the time I'd found the sick guy my timer was 0:03 which, supposing a Bad End is implemented if one goes over the time limit, might be frustrating to players if they have to redo going the whole entire first scene again (especially if they didn't think there was a point to saving because obviously the puzzle is supposed to be doable in five minutes).
Also, speaking of save files, I'm not sure if this is just an occurrence on Mac computers or if this is just a built in feature of the demo (especially considering how relatively short it is), but I was unable to save during the length of my play session. However, I only tried saving once (iirc in the town playing as Archie) so it could be that I was only preventing from saving in that location but could've saved elsewhere.
Other than those flaws (and the ones I've seen other people already mention which it sounds like you have fixed already :Dc) this was a really amazing game! For such a short session, I found myself connecting a lot of dots to potential plot points (and what might happen after the demo's ending) but that doesn't at all stop me from wanting to buy this when it's done! From what it sounds like, this is going to be a lengthy game (especially if there are...7? 8? realms to go through and we've only ever seen a town in one of them) and I'm definitely eagerly going to be awaiting the day this arrives in full to play!!
Wow what a comment! As always, super motivating to see people excited for my game.
Thanks a lot for all the feedback, especially about the characters. I'm happy to see Archie being a favorite by most people and am doing what I can to make the other characters, like Lily and Perry, being just as interesting in their own unique ways. The demo is pretty old so I will say I have put a significant amount of work on Perry and Lily since its release since I want their to be a bigger impact with the story and character development I have mapped out for them.
Really happy to see you felt rewarded with your curiosity, that is something I'm trying to include more of. I definitely want to give my game a more lively feeling by having a lot of optional scenes and interactions as a form of interactive worldbuilding. Also revealing hidden quests, items, etc. This is also why I am including branching paths in the game, to let people have more agency over certain events. Although branching paths means even more work on, I am already feeling like it will be worth it.
Regarding questions about Archie and his past, I could go on and on about his backstory and what I have planned for him but...probably best I don't risk spoiling anything . Haha :I
Thanks for giving me the feedback in the train, I'll try to find a good balance in the amount of time. Oof speaking of which, I still haven't fixed the issue with nothing happening after the timer finishes (It's on my to-do list I promise!). I'll also need to check on that save restriction. I think it's about time I wrote up a bug list to keep better track of these.
It's always great to know there are people excited to be able to someday play the full version of Wayfarers. I'm still stuck to only working on it mostly over the weekends but am also exploring the potential of working on this more often in the near future. Thank you again for your feedback!
Glad you like the story!
Thanks for the advice. I'll check out that tool. Also thanks for heads up on the bug. There have been a number of bugs I've already fixed since the demo but that was one was still in the current build T_T.
You can't pass the train? How far were you able to get to in the train?
(Kinda) Spoiler: There's a character on the train you need to talk to after talking to the guard that won't let you go to the other side. Talking to the character will provide a choice.
If there's till difficulty getting the guard to move let me know and I'll provide a screenshot (or maybe a short vid if you'd like) on what to do.
This game was quite good! Not bad for a first impression. I really love the storytelling and the characters (especially Archie since he's my favourite). Overall I think this game has great potential. The version I have of the game might be a bit old because I downloaded it a while ago and didn't get around to playing it until now. But here are some things I noticed on my old version and some small suggestions.
- During the train section I let the timer run out to see what would happen, but nothing ended up happening. I think it would be cool if you got a bad ending if the timer ran out or it affected the story somehow. Also I was able to walk through the walls of the first carriage but I think someone else pointed that out to you anyway.
- This is a bit of a nitpick, but when I revisited the train station after that event the guards didn't have any dialogue. I'm not sure whether or not this was intentional since it's just a demo, but I thought I would bring it up just in case.
These are just suggestions I thought might make the game even better. Of course it's your choice whether or not to take them into consideration.
- There is a yanfly plugin that adds a guest journal. I think this would come in handy to keep on track with quests and whatnot and to prevent players from becoming stuck and frustrated.
- There's also a very handy plugin by yanfly that adds a backlog. I'm pretty sure it works with the message core plugin, but it allows the player to read through previous dialogue with the press of a button. I know I personally really love having this feature available to me because I tend to get confused during plot heavy games and simply having that feature makes it so much easier for me to understand story and whatnot. Once again, this is simply a suggestion. Do whatever you want with it.
I'm really liking how this game is looking though and I'm thrilled that you're still working on it! I'm looking forward to its final release.
Thanks for playing my demo! Sadly yes the demo that is currently available is pretty outdated :I. I do make fixes to what people have pointed out but I didn't have enough sense to keep a separate demo version and full version. By that I mean when I decided to continue working on this, I just continued where I left off in the demo. So that means I can't provide an updated demo. Sorry about that :(
Yikes the countdown in the train is definitely one I haven't heard of yet. Also with the guards not having dialogue at the train station Good finds!
The Yanfly guest journal is something I definitely plan on putting in. I didn't know about this plugin that adds a backlog. You make a good point on how beneficial it would be to have. I'll look into it. Thanks for the suggestions!
I'm really glad you like my game. I know I say that a lot in comments but I really mean it every time I say it. Seeing people like my game actually makes me feel good about all the time and effort I have been putting into. It motivates me more and more to finish the game. It also pushes me to see how I can improve the game in any way to make the full version better.
That’s fine, I’m not too stressed or annoyed about that.
I’m glad my points proved to be somewhat useful for you though and that you appreciate my comment ❤️ I know I’ve started making an rpg maker game myself and I’m sure people’s love for it is always very encouraging.
i found this through thegamedawg i didint watch everything he said about wayfarers because i wanted to experience it myself.And i was not disappointed this is the best rpg maker game i have ever played my only question is.Are you still working on this game? its amazing i hope to see more of the story in the future.
Thanks so much for playing my game! Always good to know there are people that like it. Yes, I'm still working on it. My production on it isn't as fast as when I made the demo because I've been restricted to mostly working on it on the weekends. But I am definitely intending to finish this game.
Found this through TheGameDawg and man this was fun.
Good writing, interesting characters, can't wait to see more.
Is the game gonna have combat or is it entirely story?
Thanks! I'm glad you enjoyed the game!
When I made the demo, I decided to make it entirely story because I wanted the focus of the game to showcase my skills as a writer.
However, the story I wrote as a novel, not a game, had a good amount of action in it. I figured since I am now trying to make a complete game, it would make sense to have a battle system in it. I plan on having unique actions included in the battle system with a few plugins that have caught my eye. I would also LOVE to have original battler sprites and attack animations. I've been keeping an eye out on artists to hopefully find one that would be a good fit for Wayfarers. But that's all stuff for much later in development.
I haven't installed this yet but you should thanks TheGamedawg if I decided to install it,please forgive my english I am an italian(yes your game has arrived this far).
Thanks for downloading my demo! Here's hoping you end up installing it. Here's hoping even more you enjoy it. From what I understand in your comment, you'd like me to thank TheGameDawg for the video he made that talks about my game. If so, I'd like to assure you that I've thanked him when I first discovered the video. He is actually a big reason why I'm continuing to work on Wayfarers! :D
I really, really, REALLY enjoyed this demo! You truly have a knack for creating diverse, interesting characters and ESPECIALLY memorable moments such as funny scenes - the coin store guy is classic, the dummy scene, and broken armour skit. The dramatic scenes are well done - nice use of music and pacing. I'm really invested in all 3 main character's different story arcs and curious how they are all linked together. Love your concept of a universe with 7 differing realms, and love how they are referenced by even NPCs. Really helps bring the world to life. I hope to see Archie's realm in the finished product. He and Lily are my favourite characters. I like the tension between her and her sister.
This is obviously a WIP but I found I could walk on the walls of the train (I almost thought this was intentional so it took me longer to work out what to do XD). Also, in some scenes, especially with tension between the two sisters, the music was the standard 'uplifting shop' music and I felt it needed to be more dramatic to fit the mood of the scene. When given tasks, I would have liked readable lists - I'm kinda forgetful XD
Please finish this!! Happy to test your game in future.
Thanks so much for the kind words! I'm really looking forward to bringing these 7 realms to life throughout this game. Archie's realm is definitely going to be a fun one to show. Also super happy to see Lily as one of your favorites. I've been putting a lot of thought into her story arc and character development.
Yikes the walls in the wall with no collision was definitely not intentional. Thank you for pointing that out along with the uplifting music playing in the tense parts.
Good point with the list of current tasks. I'm pretty sure I saw a plugin that could do that (most likely Yanfly's).
Do you have any tips for making a map?
I feel my maps are mediocre at best but I think what's been helping me out a lot is looking at maps from other RPG Maker games.
Not to directly copy the maps but to get ideas on what kind of ways to utilize the tilesets in order to create towns and rooms with your own personal touches.
When I first started, I kept getting told my maps had too much empty space.
This was one of the first versions I made of the Universal House of Worship where there was just too much unnecessary space. Made the map feel barren and incomplete.
Here's a newer version where I added a carpet on the main pathway and narrowed it down to minimize that empty feeling. I'm thinking of putting some other statues or decorations on certain parts of the pathway but still on the fence about it.
Hopefully this helps.
I got to admit, the coin store owner guy had me dying! The story is very compelling, and I wish there was more to it...
Although, I really did enjoy reading the comics that were pushed out, but as for the game... I really see potential!
:P
Glad to hear the coin store owner did his job. Also really glad to see you enjoyed reading the comics. I actually would love to make another comic someday, maybe I'll return to it once I finish the game.
Here's hoping the completed game will live up to its potential!
Im new to RPG Maker games and not the biggest fan of RPGs in general so I'm suprised to say that the story so far has really gripped me. I love how each character's individual story is introduced, culminating in them all meeting at the warehouse. I wish there was more to play!
P.S. I also heard about this through the below mentioned youtube video.
Wow sorry for not responding to this comment until now. I'm so glad that you like my game, especially since you said you're not the biggest fan of RPGs. I'm definitely doing what I can to finish this game.
Well, I played your demo and here's my thoughts. So far, you have crafted a fascinating story that grips the reader from the start, along with some great characters. I'm a huge fan in particular of Archie. He's just so wonderfully eccentric. (or possibly a robot? xD)
My only complaint was when, at the end, Perry decides to go home, you don't really get directions or a hint at which house is his. Otherwise, everything played well and really set up the story for more. I'm actually looking forward to the full game.
Regarding going to Perry's home I felt the same way. But then I remembered that the bartender mentioned it along with the location of the warehouse. I suppose there could have been a reminder though.
Yeah, true. I don't remember that at all. My short term memory sucks sometimes. xD
That's definitely a good thing to bring up. I'll look into making it more apparent on how to get to Perry's house.
Also thank you for the feedback on my game!
Your video was featured in this video, and this player had praised your game heavily.
I saw this! It was a huge motivation and confidence booster!
Oh my gosh!! I loved it!! I saw it featured on a youtube video, and it got good praise, so I decided to check it out and I'm glad I did. The writing and pacing is excellent, and I was incredibly invested from start to finish. I've always loved rpg maker games, and have played quite a few, but this game felt really fresh. (Also the goods/gold shopkeep made me laugh out loud.) Good work! can't wait to see final game
Wow! Thanks so much! This comment really made my day!
I haven't had much time to work on this, lately, but that youtube video and this comment is motivating me to invest more time into it.
Awesome!!
Feedback of the game is greatly appreciated.
Keep it up, looking foward to it!
Thanks! :D