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Oceanhorn - New adventure game from the developers of Death Rally!

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Welcome to the development blog of Oceanhorn, a new adventure game from Cornfox & Brothers, the developers of the iOS hit game Death Rally! On this blog we will follow the game development of our new adventure title and hopefully, this space will be constantly updated with art, screenshots and gameplay videos.



Development of Oceanhorn began from our love towards old console adventure games, where instead of looting dungeons and grinding XP you explored the world and solved puzzles and followed dusty maps to find treasures from the remains of old temples and castles. We want to deliver that experience, where instead of taking care of boring chores you can have an adventure of your lifetime on a fantasy land.

Oceanhorn is an ancient sea monster that terrorizes the World of Uncharted Seas. The game puts you in the boots of a nameless hero who, in order to save his sister, must slay this monster for good. In this game, the world is open for exploration by foot or by boat, but beware - the sea monster can attack at any time and ill-prepared travelers will meet their early demise.

Equip your boat with new sails, hulls or even with forgotten technology like Smog Engine to outwit Oceanhorn in battle. Roam the lands and explore ancient ruins to find the legendary Coral Harpoon. Learn the history of the Uncharted Seas. What happened to the civilization whose cities now lay in ruins?

Experience the adventure in 2012!



Thank you for such a warm welcome!

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Yesterday we announced our new adventure title Oceanhorn: Monster of the Uncharted Seas through toucharcade.com's wildly active forums. None of us could have predicted the tremendous amount of positive feedback we got for our game! I think we hit the sweetspot here: people want adventure games to balance their gaming diet on iOS.

This looks really fantastic! Everything from the gorgeous art style to the adventurous premise hits all the right notes. Can't wait to see more of Oceanhorn.  :D

- Pacificsun0481, forums.toucharcade.com

People have been asking questions, so I'm going to give out some answers. First of all, the game is going to be Universal, so one purchase will make it work on all of your iOS devices. Previously we released Death Rally as Universal and it was received well among the players and media alike.

We are not ready to give this game a specific release date just yet; it will be released when it is ready. :) - Don't worry though, we are working hard on this! More information about characters, controls and game mechanics will be revealed soon.

Cornfox also has a twitter account and we would be thrilled to get more followers!


About putting one's Heart on display...

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I promised earlier to shed some light on the production of Oceanhorn. So, here I go and present the people behind this game!

Jukka
and Antti Viljamaa are the brothers of Cornfox & Bros. They still work as Lead Programmers in the Death Rally iOS project and are busy working both updating Death Rally Multiplayer and coding new features for Oceanhorn. Their creative talent combined with their university doctorate diplomas make them unstoppable forces of nature when it comes to game development, and they are also nice guys! :) Previously they worked on games such as Star Wars: Force Unleashed (Mobile) and de Blob Revolution (iOS).

I (Heikki Repo, Fox of Cornfox & Bros.) work as a Lead Artist and Lead Game Designer in Death Rally, but since my work is somewhat finished at the moment I can concentrate on creating art and game design for Oceanhorn. I've made my career as a Lead Artist, Artist, and Animator in multiple iOS and Mobile games, such as SW: Force Unleashed (Mobile), Star Wars: Cantina, and de Blob Revolution.

One of the most important aspects of Oceanhorn is a 3D tile map editor, called "OCEAN: Tile-Based Worlds", developed together with Mountain Sheep, creators of Minigore and Bike Baron. Together with their wonderful coders (e.g. Tim Wiren and Erik Hakala) we have been able to create a fun and efficient world editor that can be used for all our upcoming games. Editor is still work in progress and it will be developed at the same time with Oceanhorn. It runs on iPad, so we can immediately test controls and gameplay in the maps we create. Because of the 3D tile map approach, we can efficiently create lots of level content with a small team.


Unsuccesful troll...

Why are we making a retro-adventure game for today's market? We just loved those games back in the day and we feel like action adventure genre should take a look back and learn something from its past. Too many good ideas have been forgotten and left untouched for years now. What happened to worlds were you can travel to all four winds? What happened to the interactivity in those worlds? Back in the day, you could spend time exploring one screen full of bushes and grass with your sword - or bomb through walls or just test all your equipment with your environment. Maybe you found a coin there, or a secret seashell, but certainly you found depth from the game's world. There are still games that value these traditions, especially one very big game series we all love, but other than that the evolution of console style adventure games has grown thin, or stopped even.

PS. We put hearts in that heads-up display because we think numbers are a very unintuitive way of communicating one's health and other such things. It's good for counting ammunition or money, but other than that - let's leave numbers for programmers and their ilk. :)

2012 - Year of the Sea monster!

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Hi everyone! Sorry for the long silence. Developing Death Rally: Road Wars took most of our time during November and December of 2011 so we had to scrape all the time we had between submission days and days Death Rally was out being tested to develop our adventure game Oceanhorn.

I thought I would give a quick update of how things are going with Oceanhorn. We just finished our First Playable milestone before holidays, which we simply dubbed as Christmas build.

Most of it has been basic gameplay features, something that doesn't sound much yet, but is the basis of all things to come. Our Nameless Hero can slash down bushes, collect coins, hearts and artifacts, explore the world and fight with enemies with his sword.

Soon after we came back from holidays, we continued from First Playable milestone and made Hero collect keys and open gates, pickup and throw small rocks and push large boulders. What this means is, we can soon start designing dungeons!

I previously introduced the Ocean map editor to you. Well, we decided to change its name so that editor assets and code would not get confused with all the Oceanhorn-related stuff. So the new name for our editor is ROC, after the mythic bird. Wikipedia: Roc (mythology)

Why ROC you ask? We wanted a short name. Roc sounds cool and if you know the meaning behind it, you can imagine mighty and powerful bird soaring in the skies. Well, our editor is becoming a mighty tool used from birds eye perspective ;) - We can make maps very efficiently and creating the lanscape is adventure in itself! ROC is developed together with Mountain Sheep and it works in iPad! I hope I can show you more of it later.

You got to believe me, there has been times I wanted to post videos or more screenshots of Oceanhorn, but then I thought you deserve a good showcase when the time comes. Some of the game engine features has to be fine-tuned before that happens. But it will be soon nevertheless!

Happy new year 2012!

Coming up in this blog:
- Presenting composer of Oceanhorn, Kalle Ylitalo and some of his music!



Oceanhorn: Secret developer video Part I

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Someone uploaded secret Oceanhorn stuff to youtube! ;) The game is still very much work in progress, but we are proud to give you this small sneak peak of its gameplay. By the way it is secret, so tell everyone!

Details of some progress that can be seen here:

We are developing a "story engine" at the moment. We can add NPCs and have them say proper things at the right phase of the quest. The game is going to be story based, but very similar to old action RPGs. Actually, I would like to use this chance to name one of my favourites: Seiken Densetsu (FFA / Mystic Quest) for Gameboy! That game is a perfect example of how to give you a giant quest with simple ingredients!

Oceanhorn is coming to iPhone and iPad some time in 2012!

Oceanhorn in Kotaku!

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Wonderful Luke Plunkett of Kotaku made news of Oceanhorn Secret video in Kotaku! Check it out!

Kotaku: The iPad's Unofficial Take on Wind Waker is Looking Great!

So far the article has had 10 000 views and counting! Thanks a ton! All the publicity for an indie game is needed! ^_^


About the controls. Battles are one of the key ingredients of Oceanhorn, but so is interacting with your environment. We aim to keep the number of on-screen buttons minimal. In fact, you will do various things with that same "A" button. You can talk to people, push boulders, throw rocks etc.

Controls are one of the drawbacks of the iOS platform. I know there are games with slew of buttons for your right thumb, but many times they can make gameplay just a little bit confusing and sometimes frustrating. We try to minimize confusion, but it is likely that we will add a "B" button at some point, but first we try to live without it. The less a player has to worry about where to press, the more fun he has with the game.

I find it kind of funny how Oceanhorn is constantly compared to Wind Waker. It's ok, but I would like to state that we are not making a copy of any existing game. Instead, we try to capture the feeling of our favourite console adventure / RPG games, where you can discover the world, find treasures and roam through lands and seas.

Thanks for your interest in Oceanhorn everyone!

Fear not, it's coming up nicely!

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Sorry for the long radio silence everyone.

There is a good reason for that, we just can't talk about it yet! :) We had to focus on another project to give a glorious finish to a work we started years ago. It was also a mean to secure our company's and Oceanhorn's future, so I hope people who are waiting for Oceanhorn won't be mad at us. We were able to make a great game and we are quite excited about it and the possibilities it gives us in the future!

Game development can be such an treasure hunt!


"We hired some help from our old friends so we can speed up the development"


Oceanhorn is coming up nicely! In fact, we hired some help from our old friends at Frogmind so we can speed up the development. They are super talented and we are glad we got them working with the menus and map mode!

We worked together on games such as Star Wars: Force Unleashed Mobile, DeBlob and DeBlob: Revolution for iOS, until THQ decided to shut down our old studio. Well, I'm sure none of us complains about that anymore. Establishing your own company is the best thing you can do for your career, if you have the right people at your side!

So what's going on with Oceanhorn, you ask? Even though we haven't been able to develop with our full potential because of the unannounced project, a ton of things has happened since we showed our Secret Gameplay Video.

- New enemies!
- Water shader!
- New battle effects and animations!
- Menus!
- Worldmap!
- Story is nailed down and script is written!

Thanks for following us and stay tuned for more video leaks from our "marketing department"! ;)

Oceanhorn on Gametrailers!

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"Most anticipated iPhone and iPad games"

Fantastic news came to our attention! Chris Buffa from Gametrailers featured Oceanhorn in Gametrailers' Side Mission article of "Most Anticipated iPhone and iPad Games".

I personally refresh Gametrailers.com many times a day and finding your own game from there felt fantastic. Chris had also noted we hadn't updated for a while, we are glad he picked our game on that list nevertheless!

So long, crane! It's your limelight now fox!

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What you see up there is our new company logo! Motivation behind our face lift is that our old (but still semi-cool) logo was hard to interpret in small size, like say in mobile phone screen.

We built in achievement system for ourselves inside the logo. That star you see there means that people have downloaded over 10 million copies of our games. All that is coming from Death Rally at the moment, but we are sure we will earn another star after the Oceanhorn is released, right? ;)


First game carrying our new company logo is Death Rally's PC version that is to be released in 3rd of August in Steam!

In fact, this is the game that was holding our attention this spring. It was a great project and we worked really hard on it. Design wise, we went through the whole package and designed balance and progression from scratch - there's no dead weight left from iOS game, everything is re-thought a PC gamer in mind. Game uses high-end graphic shaders, like reflections, normal maps and specular maps. I went through all the cars and weapons to make use of the extra tricks available. Sugarcoated with stunning new menus, re-drawn comics by comic artist Jarno Kantelinen and a new level to play (called Savo) Death Rally's PC version is a must have!

We're getting our fare share from the sales and we run our company with that money, so if you want to support us - go ahead and get the game on 3rd of August! :) - Thanks!

World comes alive!

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You can carry tens of objects. World also reacts to thrown objects!

World of Uncharted Seas is filled with caves and ruins of old civilization.

Here's some fresh screenshots for our followers!

Making a game as an artist is both fun and rewarding. You get to see a world that was in your head growing richer and richer everyday and after some time you get past the point where your world is no longer collection of symbols (Here is a tree, ok it's a forest. Stone walls, that must mean it's a cave.) but an actual place inside a game. Over 100 objects are modeled so far, along with 3D maptiles, enemies and characters. We hope you enjoy these screenshots!

Oceanhorn Secret developer video Part II

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Finally, it is here! Oceanhorn Secret gameplay Part 2! As you can see, game has progressed tremendously since the last gameplay video. Check out 3 minutes of adventure as nameless hero lands on Chronicler's Island to seek information about Oceanhorn.

More stuff coming up!

Oceanhorn of 2013 will be big and beautiful!

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Oh man, how time flies. It has been a hectic year here at our studio. Oceanhorn project has grown from a 3D-tile tech demo into a full-blown adventure engine and the stuff that comes from the other end gives me goose bumps - of excitement. A year ago when we announced Oceanhorn, we never guessed how many people a simple announcement would attract. We learned that people wanted, no they needed an Action RPG like this for their iOS devices.

Because of your high expectations, we have worked hard and given all the time on our hands for the game. Everyday our adventure grows bigger, everyday the game becomes better, and everyday I'm more confident that this is what you players want. And that is what we are going to give for Oceanhorn - more time.

Oceanhorn that will be released in 2013 is a better game than the one that was initially planned for 2012.

After we released our last gameplay video, we got contacted by so many wonderful people who wanted to help us! One party stood out from the crowd. They were fans of the genre, they had played and loved the games that inspired Oceanhorn, and they had their best intentions to help us to give Oceanhorn all the polish it needs.

Now, Cornfox & Brothers are happy to announce that as an outcome of fruitful negotiations, we have begun cooperation with FDG Entertainment to bring you the best adventure game of 2013.

*** *** *** ***
Fantastic items and spells help you on your adventure

Cornfox is a three man team, so FDG comes in at perfect time to give us the privilege to concentrate on the game itself. Here is a summary of the things that we've worked on lately:

ITEMS
- Shield incoming attacks, bomb your way through walls, snipe down enemies with a bow, dodge roll and jump over ledges with trencher boots.

SPELLS
- We have implemented exciting interactive spells! Line up enemies for perfect FIRE shot. Throw items at enemies with FORCE spell.


Last arrow - make it count



UPGRADES
- Use your hard earned money to improve your Items and Spells. You get more arrows and bombs, your sword deals more damage and you get new properties for your items.

CONTROLS
- Floating Directional Controls: People have spoken and we listened. Big virtual stick is now gone. Game will include control options for all tastes.

BATTLE
- We are very pleased how items and spells gave much needed depth to the combat. There is nothing more pleasing than shooting down a Crapybara (that red insect thing) from a ledge, or performing an perfect dodge roll before Ogre hits you with a hammer and counterattacking him from behind.

Old Fortress hides a secret
ADVENTURE
- Switches, spikes, arrow traps, raising blocks, laser turrets and intelligent enemy respawning gives you hard time in dungeons and temples, but you will love every puzzling minute of it.

VISUALS
- Project started in 2010, so the character model in all its 800 polygon glory started to show its age. Well, we have a new higher polygon main character model now - better suited for adventures played in 2013!

CINEMATICS and STORY
- Epic adventure needs epic storytelling, starring Ray Chase as hero's father's voice.

SOCIAL
- Compare your BRAVE RANK together with your friends. Are you a Rookie Adventurer, Treasure Hunter or simply a Legend. Brave Rank tracks your every kill, discovered treasure chest and completed challenge to give you bragging rights.

*** *** *** *** 
Graveyard Island - one of the many small islands with side quests

See?! A lot of great stuff is coming up and our cooperation with FDG Entertainment is going to provide Oceanhorn something even more amazing, but we will tell you more about that later! :)

Have a great holidays and see you in 2013. Remember, we might be silent, but it only means we are working. Constantly. All the time. Until it's out.

Oceanhorn was accidentally released. We apologize.

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Screenshot of Shame.


An early prototype of Oceanhorn was automatically released on App Store last night. It was night time in Finland, that's why it was live for hours before we heard about it ourselves and pulled the plug. We are deeply sorry for the inconvenience.





Those of you who purchased Oceanhorn, get your refund through App Store channels.
- In receipt email, or from iTunes Purchase History, click "Report a Problem" link
- Select "This application does not function as expected" for explanation
- To comments write: "Developer has issued that this is an unfinished build of Oceanhorn and it was accidentally released. oceanhorn.blogspot.com"

Again, we are deeply sorry for this pre-mature release. We hope this does not change your enthusiasm towards Oceanhorn.

So what happened? If you want to reserve a name for your game on App Store, you will need to upload a playable build to iTunes Connect. The build that was now automatically released, is 1.5 years old. It does not compare to the final product in any way.

Hey, maybe we should compare it. Here are some of the more recent media from Oceanhorn.


This is where the game begins!

Withered Lands is definitely not a boring place.

Oceanhorn GDC and Wallpaper!

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Hi everyone! We showed Oceanhorn for Touch Arcade and a small gameplay capture can be watched on Touch Arcade's youtube channel. We got some pretty fantastic feedback from gamers around the world. It felt good to show something more recent, but remember that this couple of minutes of gameplay is only a glimpse of things to come!



During the past month or so we have been concentrating on world map gameplay, boss fights and on the main quest itself. We are almost ready to show you some more of that world map gameplay, but not yet. Before that, I would like to share an Oceanhorn wallpaper with you!


Hero has just defeated Turmos, one of the bosses. Will you be so lucky?

Oceanhorn music in Youtube, now!

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Over a year ago I promised I would introduce Kalle Ylitalo, one of the Oceanhorn composers. Here are three amazing sample tracks for you to enjoy!

Kalle has been working with us for two years now and together with talented sound designer Tapio Liukkonen, they make sure Oceanhorn sounds fantastic when you get your hands on it.

http://www.pandamusicfinland.blogspot.fi/
http://www.kaamossound.com/





Nobuo Uematsu and Kenji Ito join Oceanhorn!

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It is hard to believe this is true. Someone pinch me! The best video game composer in the world, John Williams of video games, Final Fantasy composer Nobuo Uematsu and amazing Kenji Ito, Mana and Saga series composer are composing music for Oceanhorn.

They are legendary!


Like for so many other game designers out there, music is ultimate source of inspiration for me and there is no bigger inspiration than Nobuo Uematsu. His music is so much more than audio background for Final Fantasy games, it is a window to a place where stories and adventures reside.

Kenji Ito, like Uematsu, is a master of melodies. His emotional tunes are one of the best in video games and his boss themes are famous among JRPG fans. His music for Gameboy game Seiken Densetsu (first Mana game) is closest to my heart.

What this means for Oceanhorn. The power behind Uematsu’s and Ito’s compositions is incredible. Their songs will open us new ways to reach players' hearts. It is mind blowing that a small developer team like us gets a chance to work with such legends. Together with the best video game composers in the world, we will make Oceanhorn a journey you won't forget.

Their contribution will make us work harder
. We thank our pals at FDG for making a dream come true!

Sailing with living legends


PS. Here is a link to Uematsus bands Earthbound Papas new album:
https://itunes.apple.com/us/artist/earthbound-papas/id430804676

Oceanhorn - Debut Trailer is here!

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We are starting our final leg in the production of Oceanhorn. Here is the debut teaser trailer to celebrate it! We hope that you enjoy this video, as much as we do! :)

Working around the clock!

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And it's hard to hold a candle - in the cold...
Hi everyone! We are hard at work here, going towards the release of the game. Here is a little something for the most impatient of you! ;)

Oceanhorn will be released on November 14th!

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People of Tikarel need your help!

Finally! It's the long-awaited launch week of Oceanhorn: Monster of Uncharted Seas. Apple has approved our GM version of the game and everything is ready! On Thursday, November 14th, it is your turn to join the adventure. We really hope that you will like playing the game as much as we have liked making it.

It has been an incredible ride from the first 2D prototype of 2010 and the first secret gameplay video in 2011 to FDG Entertainment joining the team in the late 2012 and Nobuo Uematsu and Kenji Ito joining the project in 2013. Especially the last couple of months have been really intense. We have literally worked around the clock fixing, tweaking, and polishing to provide you with the best possible gaming experience.

We are very happy with the result. But don't believe the hype. In about 48 hours you can download it to your iPhone/iPod/iPad and judge for yourself!

Meanwhile, please enjoy these untouched screenshots!

Do you have the steady hand for the Pumpkin Seed Gun?

Unleash the power of whirl attack!

Turmos the Evil Overgrowth

Top Charts Around the world and Launch Trailer!

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Thank you so much Oceanhorn players around the world!

We have topped the App Store charts around the world! We got featured everywhere and all around launch has been amazing. We got stunning reviews from you guys and all the players and it just warms our hearts. Our hard work was welcomed with open arms and open hearts and all those hours in the midnight and late morning paid out.

Thank you! Why don't you enjoy our launch trailer! It also has a special message from Nobuo Uematsu for all of you! :)

Have a great adventure in Arcadia everyone! If you haven't yet picked up the game, here is the link where you can buy it! https://itunes.apple.com/app/id708196645?mt=8
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