
Exciting moments ahead!
Until then, some more pictures:
The Jo Jo islands complex

The big city area

The city at night

Powerboat ride

Old-movie style

Here are early preview screenshots of the Ancient Area of the game world. This area is a touristic attraction spot that the NPC customers would ask you (the player) to take them to. It represents only a fraction of the entire game world, which is composed of luxurious places as well as humble tropical villages.
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First Part of this article is here. Here’s the second part of the post mortem of Days of Sail: Wind over Waters. Listing the things that didn’t work exactly as expected definitely has a more educational value for our readers. Hopefully you will find the analysis and insights reasonably sound and will be kind enough to share your own opinions. |
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Top 10 What Went Wrong
1. One man show: development, art and marketing.
Coming from a programming background, the developer easily failed to reach deadlines when it came to level design and concept art. Especially for a game like Days of Sail, the environment needed be entirely outdoors and a surface of 15,000 square meters should be designed on paper and then on the computer screen. The task to fill this area with natural elements was very time consuming. Admittedly, the level design ended up taking half of the entire development process.
2. Not as many levels as one would expect.
When it became evident that time was running out and that a release date should be, after all, announced, we started to limit the number of levels that would be included in the release version. The game was eventually released with 5 simulation levels and 4 races. This limitation ignited the most severe critics the game received up to date.

In the recent HGDA conference held in Greece at 9 and 10 of October, immersionFX Games was invited to participate and talk for its upcoming title, Days of Sail 2: Venture, and therefore I had to prepare a speech.
A few more things to take into account:
The development team was only one person, me. I was also responsible for the initial distribution of the game (mainly online), up until German retail publisher IceBytes came into play. The only part that was assigned to someone else was the music score.
The time taken to grasp the development platform (Conitec’s Gamestudio) is included in the two years period I mentioned above.
The game was a fairly successful title which made considerable online and retail sales.
So, without further ado, here’s a Top Ten list of what went right:
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