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Thunderhead Interactive

Thursday, 28 June 2012. When we were thinking up enemies for the mines I was adamant that we stay away from standard creatures that everyone expects to see. No. Spiders. No goblins. No bats etc. Turns out I couldn't stick to that for very long and ended up doing my own iterations of them later; BUT. This was the first original creature. These guys are the main reason the mines have been closed; the reason the player is there in the first place. The bugs are. Holes in the rock much faster and easier.

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Thunderhead Interactive | thunderheadapps.blogspot.com Reviews
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Thursday, 28 June 2012. When we were thinking up enemies for the mines I was adamant that we stay away from standard creatures that everyone expects to see. No. Spiders. No goblins. No bats etc. Turns out I couldn't stick to that for very long and ended up doing my own iterations of them later; BUT. This was the first original creature. These guys are the main reason the mines have been closed; the reason the player is there in the first place. The bugs are. Holes in the rock much faster and easier.
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Thunderhead Interactive | thunderheadapps.blogspot.com Reviews

https://thunderheadapps.blogspot.com

Thursday, 28 June 2012. When we were thinking up enemies for the mines I was adamant that we stay away from standard creatures that everyone expects to see. No. Spiders. No goblins. No bats etc. Turns out I couldn't stick to that for very long and ended up doing my own iterations of them later; BUT. This was the first original creature. These guys are the main reason the mines have been closed; the reason the player is there in the first place. The bugs are. Holes in the rock much faster and easier.

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thunderheadapps.blogspot.com thunderheadapps.blogspot.com
1

Thunderhead Interactive: Mining Town

http://www.thunderheadapps.blogspot.com/2012/06/mining-town_28.html

Thursday, 28 June 2012. I refined the town down to the core elements we needed: mine cart, blacksmith, elevator and an entrance way to the mines itself. I didn't. Want to loose too much of the scale from the original design; so I put another ramp below the town (where the player can't get to) with some houses. Built into the cliff and made the docks visible so the player can see the ship he has just come in on. But is just hanging out in one part of the town and give a greater sense of space.

2

Thunderhead Interactive: Mining Town

http://www.thunderheadapps.blogspot.com/2012/06/mining-town.html

Thursday, 14 June 2012. Was my original concept for the mining town on the side of the cliff. Discovered I needed to. E it back when Al and I realised. Were taking on too much for 2 people to complete in. 6 months (how naive we were). There were originally little huts built into. The nooks of the cliff everywhere,. Walking around, a village leader,. Left on the cutting room floor. Subscribe to: Post Comments (Atom). View my complete profile.

3

Thunderhead Interactive: Mishap Cliffs

http://www.thunderheadapps.blogspot.com/2012/06/mishap-cliffs.html

Thursday, 7 June 2012. I've been hanging on to the original concept of this for over 10 years. I was playing Baldur's Gate II and first encountered Arie, the winged elf (I'm such a nerd). I remember thinking what a civilisation of winged creatures would look like; and pictured them all living in a city on the side of a cliff like birds. So when Al approached me with the concept of an iOS dungeon crawler in mine shafts I thought that this would be a good opportunity to use the idea from above.

4

Thunderhead Interactive: Minebug

http://www.thunderheadapps.blogspot.com/2012/06/minebug.html

Thursday, 28 June 2012. When we were thinking up enemies for the mines I was adamant that we stay away from standard creatures that everyone expects to see. No. Spiders. No goblins. No bats etc. Turns out I couldn't stick to that for very long and ended up doing my own iterations of them later; BUT. This was the first original creature. These guys are the main reason the mines have been closed; the reason the player is there in the first place. The bugs are. Holes in the rock much faster and easier.

5

Thunderhead Interactive: Welcome

http://www.thunderheadapps.blogspot.com/2012/06/welcome.html

Wednesday, 6 June 2012. Hey guys, and welcome to our blog! It’s been a while coming, but we finally got the ball rolling on. Are super excited to let. Have a sneak peek into the ‘Mines of Mishap’. We’re looking to provide some concepts and breakthroughs with what we’re doing, all in anticipation toward our. Keep your eyes peeled for our first post regarding the ‘Town of Mishap’. 6 June 2012 at 20:07. Cant wait to see fruits of your guyses labour! Subscribe to: Post Comments (Atom).

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Thursday, 28 June 2012. When we were thinking up enemies for the mines I was adamant that we stay away from standard creatures that everyone expects to see. No. Spiders. No goblins. No bats etc. Turns out I couldn't stick to that for very long and ended up doing my own iterations of them later; BUT. This was the first original creature. These guys are the main reason the mines have been closed; the reason the player is there in the first place. The bugs are. Holes in the rock much faster and easier.

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