Water's Bounty is being Localized into Japanese, and Simplified Chinese. I have the Simplified Chinese done for the demo and ready to launch, and just waiting on the Japanese which shouldn't take more than two weeks. At that point, I will drop the demo for English, Japanese, and Simplified Chinese at the same time.
I lucked out again and just like my amazing Japanese Localizer, I now have an incredible Chinese localizer. For right now, I can only afford to do Simplified Chinese, but will update to Traditional Chinese as well once funds grow from game sales. Until then, I apologize for only having the one format.
I know it sounds insane that I already have a demo ready to go one month after planning and development for a game like this, but that's just how I work. Inside the demo, you will be able to trade between three towns, Maromi, Graoli, and Nelita. Nelita also has to be found and is a hidden town. You can either come close enough to find it, or find out where it is from the bartender. I've created a trade route that is triangle like old trade routes would work, and the supply and demand prices changes are all setup and fully tested.
The enemy AI for the ship battles is all setup for all three enemies, and testing has been fun. In these battles, you basically are in a cannon fight with three other ships, that can end with boarding them. The purpose of this is to lower the hull to a certain percentage left. 50% hull left and the enemies lose three crew in that boarding RPG battle. Take them down to 25%, all that's left is the skeleton crew. You use these ship battles to bring down how many enemies you fight in boarding battles, or sink their ship. But, the percentage of damage to your hull will be calculated against the remaining HP of the main character, and that will harm all crew at the beginning of the battle. This is for balance. It's not just about not getting your ship sunk by the enemies, but about maintaining your HP as well.
Winning a ship battle is one of the only way to earn Exp in this game, besides trading. RPG battles are just outcome machines that decide what happens instead of a coin flip. They do not earn gold or exp at all. But, they are important because boarding a ship gains you the goods and gold it has. Sinking a ship just gives you more Exp and you lose the gold and the goods. If they escape, you gain a small amount of Exp only.
Not only is all of this fully setup and ready to go, but the bar has a dice game you can gamble at, and the patrons at the bar give you hints where and what to trade to make the best profits. The bartender will also tell you the best place to sell which goods you have in your cargo if you gossip with him. At the bar, Amadou, your first crew member, is waiting for you to discover him, get back his sword for him, and build a larger ship for him to join you. Once he does, he adds a 1 D6 to all damage caused by cannon fire.
You can upgrade to a two mast ship, and spread cannons as well in the demo. I only have pine for the material of the hull in the demo, but plan on searching for, harvesting, and bringing back Oak and Mahogany each time you want to build a better ship in the main game.
The only other thing to go over is when you are on land, pressing the action button over hills will ask if you want to hunt. Over water will ask for gathering it, and same with woods for wood. Wood is gathered for repairs on your ship that can be done on the deck. You can also pay the ship shop to repair your ship for 300 gold. I really hope you are all excited for this demo, because it's going to shock you.
At release of the demo, I am going to stream on the page a prerecorded video that goes over all of the programming behind this game. Because I used nothing but events and native logic, I can prove 100% that no AI was used in the making of this game. All of this was done in a month's time, and I can prove we are all capable of doing great things when we are passionate about them.