• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:42
CET 18:42
KST 02:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT25Behind the Blue - Team Liquid History Book17Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0241LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Behind the Blue - Team Liquid History Book ByuL: The Forgotten Master of ZvT Liquipedia WCS Portal Launched Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game?
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) How do the "codes" work in GSL? LiuLi Cup: 2025 Grand Finals (Feb 10-16)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
Do you consider PvZ imbalanced? Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion CasterMuse Youtube
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Fighting Spirit mining rates Current Meta
Other Games
General Games
Battle Aces/David Kim RTS Megathread Diablo 2 thread Nintendo Switch Thread ZeroSpace Megathread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1914 users

Student Game Dev Part 24 - The End

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
July 19 2014 05:24 GMT
#1
+ Show Spoiler [Previous parts] +
Part 1- It begins
Part 2- Technical Foundation
Part 3- Game Design
Part 4- Input and Physics
Part 5- More Physics Things
Part 7- Even More Physics
Part 7- User Interface
Part 8- UI and the Editor
Part 9- Editor Progress
Part 10- Progress, and videos
Part 11- Fixing the Physics
Part 12- Unproductive
Part 13- Context menu + enemies
Part 14- Enemies and Problems
Part 15- Play testing
Part 16- Editor and Art
Part 18- Video!
Part 18- Layers and Music
Part 19- Water and Enemies
Part 20 - Score and decisions
Part 21 - Background music
Part 22 - Sound Effects
Part 23 - New Video


The End - A Post Mortem
Hello again TeamLiquid! Welcome back to my blog about the development of The Adventures of Sam the Pirate, the 2D platformer I'm creating as the final game project for my Bachelor of Software Engineering degree. This post is pretty overdue, as I finished my degree, and thus this project, a couple of months ago now. Since then, I've been distracted with shifting house, looking for a job(recently started work at Outsmart Games), taking a bit of a break, and otherwise procrastinating. I'll be doing a bit of a post mortem about the project, as it has since finished.

What went right
Overall, I am pretty happy with how the game turned out. There are still a couple of minor bugs, but those who have played the game generally seem to enjoy it. It's not as complete as I might like, due to having to cut a lot from my original plan, but for a solo project it's worked out ok. Well, apart from the art side of things, but I'll go more over that later.

The programming side of things mostly worked out how I hoped it would. Some of the code is definitely super inefficient (each individual tile is its own physics agent! ugh, so bad), but that's more down to me trying to get things done fast to meet deadlines more than anything else. And it works, which is the most important thing. Of course I encountered various bugs, other things I hadn't coded quite correctly the first time, made mistakes, but I managed to fix pretty much all of them. There's quite a lot, probably nearly all of it, that I would also like to rewrite, both to fix inefficiencies, better ways of doing things I thought of while working on it, and a few other things.

I would particularly like to rewrite the rendering to use OpenGL. Currently it's just using SDLs built in 2D rendering, which was nice and easy to setup and to use, but I don't feel like I have many options in how it anything works. I'd also like to learn OpenGL at some point anyway, so this seems like a good project for that in the future. I'd also like to replace my custom physics with Box2D. My custom code works just fine, it's a little buggy in places, but it works no problem.

Speaking of the physics, it works just fine, but is a little buggy. For me personally, the biggest success around the physics was getting it to be calculated at a fixed rate, independent of the rendering frame rate. The rest of it was fairly simple, basic rectangle/rectangle collisions, detecting which direction and adjusting position appropriately. Originally, it was being calculated at 60fps, so every 1/60th of a second the physics would be calculated. Later on in the project, when I was putting together the levels in my editor, doing things quickly by making each tile it's own physics agent finally came back to bite me in the ass and caused some performance issues with the number of tiles I had on screen in a couple of levels.

I had a couple options to fix this, either cut out some of the tiles, or lower the frequency of physics calculations. I ended up going with lowering the rate of physics calculations to 30fps as it was the fastest change, and I was pressed for time. This worked out well, but did cause some of the collision detection and response to be a bit buggy occasionally, mostly when falling. If you fall far enough, it's now more possibly that you could go through the top tile and land on the second. It's not game breaking, or that common of an occurrence from what I've seen, but it does happen occasionally.

The level editor I created work out fairly well, allowing me to put levels together infinitely faster than having to lay out co-ordinates etc by hand. It's not particularly user friendly, and has its quirks (you can place tiles with the menu open), but it worked nicely for me.

What went wrong
Probably the biggest problem I had, was the lack or art. While I had a few artists express interest in working on the game during pre-production, apart from a few pieces of concept art, one set of tiles (which I ended up not using), and a single animations, I got nothing. Looking back, I really should have either pushed the existing artists to actually create stuff, or found others more interested in doing it much earlier. I ended up getting some art off OpenGameArt.org, and one of the art tutors helped out by providing a couple of animations, although I think I'm still missing one or two. The only upshot about not getting any art is that being a programming degree, what the final game looked like was kind of irrelevant as it didn't count towards any marks. Still would have been nice to have the game look a bit better though.

The other big problem I had was time. Namely, there wasn't enough to do everything I wanted to achieve in the project by myself. To be fair, I did kind of expect this, as for one person it was a fairly large project, so it wasn't really a surprise that I did not get to do everything I wanted. I just knew that I wanted to give it a shot, so that's what I did. In the end, I had to massively cut my original plan, down from 40 levels, to 20, to 10, then down to however many I could get done, cut the enemy types down to a single one, no bosses, there isn't even really an ending.

The Game
You can download the game here! It supports Xbox 360 controllers, and other controllers might work too, I haven't tested with any others. No guarantees on performance either, on slower/older machines it might be a bit crap.

What's next?
I'm going to be looking at redesigning my blog, WordPress was great for getting it set up quickly, but I'd like to write it myself. Not for any particular reason really, I just want to do it, so I will. Once I'm settled into my new job a bit more, I'll be looking at creating some small mobile games in my spare time, and seeing what happens there. I have a few ideas, so we'll see how that goes. I'll still try to write blog posts, but they'll be far less frequent than they have been during the production of Sam the Pirate.

Keep in touch
If you're interested in following any of my future work, you can follow me on Twitter, and like the Facebook page.

*****
Peeano
Profile Blog Joined March 2009
Netherlands5219 Posts
Last Edited: 2014-07-19 18:40:25
July 19 2014 18:32 GMT
#2
Looking forward to playing. ETA 40 min.
No mention of music or sound effects.
Would you like critics? Just wondering, because you said it is now finished.

Did you play Shovel Knight yet? Seems like you would enjoy that.
FBH #1!
Peeano
Profile Blog Joined March 2009
Netherlands5219 Posts
Last Edited: 2014-07-19 19:27:28
July 19 2014 19:23 GMT
#3
What did grade did you get?

I'm now playing and I'd say one little improvement you could/should have done, is add in controls in the main menu (at the start up of the game). The ones you listed in Readme.pdf

Edit: Attack+Jump spam to fly through the levels :D
FBH #1!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19307 Posts
July 20 2014 01:15 GMT
#4
Hey you finished! I'll check it out tomorrow. Congrats man. I felt so rewarded when I finished my first game.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
July 22 2014 21:12 GMT
#5
On July 20 2014 03:32 Peeano wrote:
Looking forward to playing. ETA 40 min.
No mention of music or sound effects.
Would you like critics? Just wondering, because you said it is now finished.

Did you play Shovel Knight yet? Seems like you would enjoy that.


Hmm yeah it seems I totally forgot to talk about music/sound effects. They also went pretty well, although I ended up with more music tracks than I could use. Sure I'll take critics, feedback is good for possible future versions.

No I haven't played Shovel Knight yet, got too many games - not enough time as it is.

As for grade, I got a B+.
Please log in or register to reply.
Live Events Refresh
Platinum Heroes Events
17:00
PHSC2 Tour S26 Cup #1
RotterdaM295
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 295
trigger 160
ProTech134
BRAT_OK 123
gerald23 34
EmSc Tv 30
elazer 22
MindelVK 15
ForJumy 11
StarCraft: Brood War
Britney 29663
Calm 3901
Jaedong 586
Stork 381
Larva 345
Mini 318
actioN 246
Zeus 149
Rush 122
Shine 54
[ Show more ]
Hm[arnc] 45
Rock 29
scan(afreeca) 28
yabsab 26
soO 19
Sacsri 18
Dota 2
Gorgc4949
qojqva1907
XcaliburYe112
canceldota32
Counter-Strike
fl0m6425
shoxiejesuss2862
byalli1496
Super Smash Bros
Mew2King87
Heroes of the Storm
Khaldor615
Liquid`Hasu333
Other Games
Grubby6568
tarik_tv2554
singsing2038
Liquid`RaSZi1719
FrodaN1435
B2W.Neo443
Beastyqt230
Sick161
QueenE101
Organizations
Counter-Strike
PGL85655
StarCraft 2
WardiTV1189
EmSc Tv 30
EmSc2Tv 30
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• poizon28 33
• HeavenSC 28
• Adnapsc2 9
• OhrlRock 1
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos2978
• Shiphtur234
Counter-Strike
• C_a_k_e 1614
Upcoming Events
Replay Cast
6h 18m
Replay Cast
15h 18m
Wardi Open
18h 18m
Monday Night Weeklies
23h 18m
OSC
1d 6h
WardiTV Winter Champion…
1d 18h
Replay Cast
2 days
WardiTV Winter Champion…
2 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
Korean StarCraft League
5 days
CranKy Ducklings
5 days
SC Evo Complete
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

[S:21] ASL SEASON OPEN 1st Round
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Proleague 2026-02-22
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4 - TS6
Acropolis #4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.