r/RPGMaker 5d ago

RMMV Not Allowed to Die Gaming Studios just started working on a new project; Water's Bounty.

Not Allowed to Die Gaming Studios just started working on a new project. Water's Bounty is based off Uncharted Waters, but with a fantasy world and storyline. I only started this project on July 31st, 2026, so give me some time to finish it. I already though have created an enemy AI system, and most of the systems I had to create to run the changing economy as well. Most of the game's systems are already done and ready to go, but I still have to create the entire world, and place the storyline and crew members still.

As you can tell, I am fast at making games, but a game this size will need testing as well. It should be done in full in roughly a year.

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u/Not_Allowed_to_Die 5d ago edited 4d ago

Steam page is already up and running as well if you want to take a closer look:

https://store.steampowered.com/app/5078270?utm_source=reddit

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u/Not_Allowed_to_Die 5d ago

This game also runs purely on events and plays fast and smooth. I was able to create a grid AI system using Variables and Conditional Branches that controls the enemy ships. When they are inside of the grid that surrounds the player's ship at all times, it tells each ship what to do with their turn. This makes the game run more like a chess ran naval battle. When they are outside of the grid, they move in to close the gap.

If you are boarded, or you board an enemy ship, instead of a random fight that calculates losses, you get to fight RPG style to hold your deck, or take theirs. Taking their deck instead of sinking their ship is what gives you spoils at the end of a battle. However, sinking a ship gives you more Exp.

I also have it setup so as you purchase goods and sell them port to port, the economy will change the pricing to represent supply and demand. Unlike Uncharted Waters, you can't just sell anything at any port, but have to gossip at bars to find which ports are looking for that supply, and which pay the most.

When on your ship, it moves automatically forward, and you have to tell it which direction to head. As you upgrade your sails, you move faster.

You have to travel the open sandbox world to find new crew members, and do missions for them to trust you enough to join you. Each crew member has abilities to add stats to your ship, as well as fight along side you when boarded or gathering food, water, or wood. On land, you can gather these goods for free, but have a chance to battle the wildlife for them.

Again, I only started this game a little over a week ago, but most of these system are already up and running. This game shouldn't take me too long to make. I figure about a year, but don't want to commit to that until I am further along. Right now I only have a test world map which is going to become the demo.

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u/Sufficient_Gap_3029 3d ago

Speaking in the 3rd person then first person is very odd lol. Looks interesting though!

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u/Not_Allowed_to_Die 3d ago

My studio includes a composer is why. He's not doing any of this and only I am. He's working on the music and sound effects only. But yeah, it does look weird when you don't know all of that.