Seven Years in Alpha: The Thumper Postmortem
ฝัง
- เผยแพร่เมื่อ 30 ก.ค. 2024
- In this 2017 GDC postmortem, Thumper co-creator Marc Flury explains how he and collaborater Brian Gibson were able to create the critically acclaimed rythym violence game without advanced shader tools, particle systems, or sophisticated lighting techniques, and how they were able to adapt the game for VR.
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Everyone who thinks any kind of design is easy because the resulting product seems obvious should watch this.
Thumper is one the best experiences I had this year.
8:08 - really surprising to learn that thumper was initially nonlinear
really suprising to learn that thumper was initially crypt of the necrodancer
Procedurally generated level 9+ is like straight from satan's portfolio
@@Hoichael yeah exactly lol
Interesting talk, I wouldn't have thought this game was iterated so many times before it was made. Thought the post-processing bits were really interesting in particular.
working on something for a long time just to realize it doesn't really fit in anywhere in your project, but loving it so much you just have to find a way to put it in... Aaaah yea, that's design for ya-- it's a universal feeling, my man.
Just got the 100% on Thumper and I can feel some type of energy while playing it. Especially, 8-9. I was surprisingly motivated to keep going and finished the game. My friends who recommended saying it was an hard game but it was rather an motivation pull to me. Such an amazing game! Waiting for Thumper 2 whenever that’s coming!
came to this video expecting to be bored, wouldn't have thought about ever buying the game beforehand, this was actually super interesting and hugely inspiring! Thanks dude :o
I was a big fan of the brians (gibson + chippendale) and I remember reading about the early development of this years ago while looking at one of their comics or something. I always kept my eyes out for further development, and it really turned out so so good. proud of u guys :')
This is WAYYYYYYYYY more interesting than ted talks
It's so interesting how something that was viewed as just a 'polish' thing (the fix to blocky turns) turned out to be the pathway to the final version of the game, where turning is basically the fundamental gameplay loop of the entire experience. What an incredible teaching experience on design! Also, as as physicist who codes every day, I'm totally on board with the object-oriented programming hate bandwagon. I never understood the seemingly arbitrary push towards that way of thinking by CS people, it's just breaking up the code for the sake of nothing.
this was a great talk and i loved playing your game. fantastic job man.
I love how he was able to code 100 000+ lines for an hours lasting videogame on his own, but he was struggling to correctly play the videos he wanted to show in the conference
Finished game yesterday. Now going for S levels. Only now am I getting gud! Fabulous game. Masterful. TY Drool!
intresting talk
I'm ready for thumper 2
In the thumper discord server they did
Great talk, thanks
great one! thx gdc!
39:49 It warms my heart to hear US people use the metric system
Lbs >>> kilos every european I've talked to agrees pounds are better sounding especially your women
@@n.d8241 no
@@n.d8241 I literally never heard this
@@n.d8241 we really gendering units of measurement now smh
Great talk! I had no idea Brian from Lightning Bolt did game dev... I love them even more now!
This game is a blast in both VR and on Switch
and phone as well
this video was great.
Ahhh you forgot to remind people to do the evaluation form. Just kidding, nice talk I enjoyed it through the whole session.
excellent talk
Never realized that Jeff Minter actually played Thumper.
This game is a timeless piece of art. Thank you team DROOL
Very insgihtful and inspiring video - Thank you for sharing!
Super, his work is really great as the presentation 🎉
Thumper, more than any other game I have either played or am even aware of, convincingly provides an experience akin to piloting some kind of fantastical spacecraft out of a murderously hostile asteroid belt.
This game has “stick shift-like” controls- it’s just crazy satisfying. Performing those thumps feel so good that they make you immediately want to go another round in the death trap asteroid belt, even when they provide no meaningful reward.
Damn 7 years? Took a while but the experience was worth it
great talk
22:09 Was probably the breakthrough
Fascinating
How does he look through 5000 lines of code in 1 file without getting confused?! I get to ~1800 lines and my brain stops functioning until I split it into more manageable chunks
Probably a boatload of comments.
Fantastic game. Super difficult. But an utter heart attack. Which is good. Recommended. Great for headphones. Wish I had VR.
the links they give and their slides should really be in the video description.
He says they wanted something Small and low to the ground and not typical it's typical which is why they went with a beatle, but we all know they just did it for the pun (BEATle, since it's a rhythm game Keepo)
underrated
your game is so beautiful
Most magic is there is no motion Sickness in VR
This dude is amazing in making a New engine!
49:00 Bennett Foddy is a creator of Getting over it, check out the game its really fun
I love this game, played it on the PS5
A hell hard DANM game
I am a hopefully future player of this game. Yet, I am a person who only has light pereption in one eye/definitely not enough to see the lights here. I would like to know if Thumper has been said to have accessability for those of us who are visually impaired/blind? I’d like to play this, but if it doesn’t have support for iPhone’s VoiceOver, sorry but no can do. Other than that, is the game possibly self-voicing? I know that another user played it on youtube, but he does have some vision to play. Thanks for any help here.
You should look at some early game footage from TH-cam to see if your vision can see the game properly
I have no vision at all, and my light perception probably isn’t good enough to play the game. It would’ve been fun, though.
Nihilistic Pancakeface
it might actually be possible for you, as every obstacle has a sound cue that plays right before the obstacle. I might be harder to do the later levels with so much going on but I could definitely see someone playing the early levels on audio alone, you would just need the controls explained to you by voiceover or someone else. beyond that there isn't really much text in the game besides level select menus
56:43 oh my gods it's the tetris announcer
in all honesty, Thumper is a very simple, abeit excellent, game with very few moving parts. I wouldn't try coding without OOP on a game with some complexity.
Thumper is Fun. Fuuuuuuuuuun. FUN
Cooool
I enjoy playing it on psychedelic mushrooms
Wow the early prototypes kindof make me think of NO THING
So basically it was crypt of the necrodancer 10:30? :)
what i liked about this is more about of the optmization process, im glad consoles help pc games with that.
For how soft spoken he is the joke at 40:10 is so fucking funny
Wait Bennett Foddy helped play test?!?
I've not played this game, but the videos I've seen of other people playing it: Does the player do anything other than just watch itself get hit repeatedly to the rhythm of music? I don't see the player actually doing anything in the area of offence, but just getting hit over and over and over again. What am I missing?
Ah, that would seem to be at least a tiny bit more exciting. Only one button, though?
1 action button plus up, down, left, right.
it is much harder than it looks
JustWasted3HoursHere it’s really difficult actually
It's not like the player/beetle gets rockets or a minigun, but during boss fights doing the right manouvre at the right timing will fill a (invisible) powerbar that makes you able to unleash a blast to hit the boss
WTF MATT BRINKMAN THE LEGEND HIMSELF??? I would fancy a brinkman-inspired game. Maybe a nonsensically poignant rpg.
wel i love this game, but i tought it was made by Satan himself lol.
G
Not really any violence that I can see? It's more rhythm-psychedelic.
Fennecbutt it's quite violent actually.
Fennecbutt the violence comes from the frantic screeching scrapping against walls and intense thrashing to the ground to hit that hard note and lay waste to the bosses. Violence doesn’t only have to be seen in the perspective of blood being spilt. If you really think about it, the beetle is going through hell and takes a hard beating all the way til the end. I see the violence; the glorious violence. This game is super impactful and I love it.
umm....
ligma