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Messages - Helrouis

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1
News and Updates / Re: 2017 Summary
« on: January 04, 2018, 08:07:04 am »
I happened to notice that work started picking up again just before Degica ended their contract for Muv-Luv. Does that happen to be related to the new updates I noticed on Twitter?
Hey Arra, I still have a job somewhere not-so-obvious.
But yeah we became active again for simple reasons - praise Discord workspace (and whips) ;D

2
News and Updates / 2017 Summary
« on: January 02, 2018, 02:28:31 am »
Happy New Year everyone,

Helrouis here. It's been quite a while, and here's some progress to share:

We've been working under tight deadlines with Sekai Project, and the first draft (400k+ words!) is about to be completed this January.

We're also in the process of animating the sprites and converting the writing into engine-readable-script format, which Youko/our writer will edit along the way. 

Will you post more updates now that the writing is almost done?

Yes, definitely! We'll start by showcasing the new live2d animated sprites, as well as video recordings of some non-spoiler scenes pretty soon.

When is the estimated release date?

Our optimistic release date is August 2018. We should make it especially now that all members are active.

We sincerely apologize for taking quite some time. We admit we bit more than we could chew ^^;, but we definitely have no complains here since we've made it this far.We'll keep on going until we make it to the finish line.

You've made this project come to life, and we're confident that even with the amount of time has passed and trends changing, Sierra Ops will still do well on its own. It simply became a story that's not heavily influenced by any existing media anymore, and focuses more on the consequences of your choices in an out-of-nowhere war situation. The gameplay is challenging, the story is an experience worth playing blind, and the Sierra's crew members are very interesting in their own ways.

That's all for now everyone. Rest assured we'll get Sierra Ops done this year, and it will be done right.

Cheers,
[email protected] Team

3
News and Updates / 2016 Status Report
« on: December 31, 2016, 01:11:26 pm »
Hello Everyone,

Happy New Year! 2016 was not really an ideal year for us, as we had to patiently wait through things which cannot be rushed. But hey, the long wait has paid off, as they are about to come to fruition!

We'll be incredibly busy once we've shown you the new opening movie this early January. Please look forward...
Read the complete update at https://www.indiegogo.com/projects/sierra-ops-a-space-sci-fi-action-rpg/x/6041733#/updates




4
Sakralotus / Re: Sakralotus Dev Updates
« on: October 02, 2016, 01:21:05 am »
About this project -- my contract with our background artist kinda expired. It's not because of Ubisoft (I also have to update everyone about this too: He wasn't actually accepted there, rather he was invited until the last step of the recruitment process all the way from the province, then rejected him... :/ )

He's no longer fully committed to us because the contract expired, and what little time he has left for us will be focused on the remaining tasks for Sierra Ops. He's working on a huge part of a major update that's happening next month. Please keep your eyes peeled for it!

Once I've gathered enough resources (hopefully Kanji no Owari PC release goes well), this project will be continued.

5
Sakralotus / Re: Sakralotus Dev Updates
« on: May 29, 2016, 05:58:17 am »
WIP Screenshot. I'm still trying to make the character sprites' style work together with the background, and will polish them afterwards for animations. My main inspiration for sprites are mainly Odin Sphere and Grand Knights History (Vanillaware), and Ragnarok Online and Tree of Savior, although I also like Metroid/Zelda/Castlevania NES's simplicity. We'll try to get the gameplay working soon enough.

6
News and Updates / Re: May Update
« on: May 21, 2016, 11:14:34 pm »
I'd argue that such feedback is important in order to make the game good :D
Indeed, and I think we've had enough of it over the years lol. Let's see how 3 public demos&revisions before releasing a final version goes...

7
News and Updates / May Update
« on: May 21, 2016, 03:09:44 pm »
Scripts
Writing is 25% finished -- and Youko can do 15-20% per month.
The scripts are constantly being checked and proofread internally, and we will start "freezing" the scripts when we reach 50%. This means we will start pushing the scripts and new sprites to the build by August (assuming Youko's beyond 50% already).

New Sprites
Martian sprites editing has started -- and Tooaya will finish them all within next month.

Battle System
We updated our method to finish the never ending battle system deving... We've scoped the limitations of the battle by doing the final battle of the game. Sadly since this IS the final battle, so we can't show this demo to our backers. All in all, we've made significant progress and massive performance boost.

Conclusion for now
We can possibly hit October deadline at this rate, and we will not release a public game demo until the full game is finished.

We've learned our lesson -- making demos while the game is far from completion is just plain disastrous. Every time we make one, a teammate is likely urged to redo a major part of the game. This happened thrice already and yeah... NEVER AGAIN!

8
Sakralotus / Sakralotus Dev Updates
« on: May 21, 2016, 02:21:02 pm »
Hey guys, so I'm back and active again.

Although for another game for the meantime. Sierra Ops is still ongoing but the development relies heavily on Youko (our writer) and Tooaya (our artist). While they're finishing their work, we have some time to make a game and try to pay up our bills and everyone else.

Sakralotus is a short project, and our target is to finish it by July 30. We'll be posting weekly updates and some screenshots as well.

If you're a fan of platformer games like Shovel Knight, or Shadow of the Colossus and Lost Planet 1 & 2 (basically beating up any huge monsters), then this game might appeal to you.

So what is Sakralotus?
You basically control a soul-powered guardian, and you will find yourself residing on a huge floating ruin. You don't remember a thing at all -- You didn't know what you were doing beforehand.

As soon as you wake up, your other "colleague" guardians enter the room and tell you that you're the commander in charge of defense and maintenance.

What, defense and maintenance?
That's not a problem at all -- What bothered you more was the fact that this huge floating stronghold is actually humanity's last stand. It's your job to protect it from all threats and maintain it from collapsing, until the barrier can be redeployed by the system again.

Who/What are the threats, how do I defend against it?
You currently live on a planet that's 1000 times larger than Earth, and it was corrupted by a worldwide poisonous gas leak from the underground, and alongside with it, are gigantic monsters that easily dominates over humans -- They are capable of disrupting one's thought process or permanently rendering any human useless who are within their range (it's as if you can have amnesia or worse, permanent brain damage). Because of this, humans created their last resort -- the Avia Centris, aka the floating fortresses to survive -- although it was a little too late.

250 were initially launched, but most of them are destroyed already.  You're probably on one of the last surviving Avia Centris

How are humans even safe in the fortresses?
Well to keep it short, the core of Avia Centris protects and houses all the living humans, keeping them safe even from the monsters' innate abilities. To slay the monsters outside and defend the core, humans connect their souls to guardians. Guardians are ignored by the giants, and guardians can use Cryo spears to bring them down. Cryo spears are specially made to slay these giants as it ignites inside their limbs, and prevents them from regenerating.

@Author -- Connect their souls? How is it possible?
We're following closely on how dreams work, except these out of body experiences are controlled by the remote piloting mechanism, and a soul can be only away from the body for a limited time. This is a fantasy sci-fi genre too, mind you.

Now about the maintenance...
There are a total of 8-10 hours (in-game time). Every sector suffers damage as the game progresses. You have four members with you that you can assign to each sector to maintain the area, or assist you in combat in their own ways. Finally, every giant will attack the core repeatedly while ignoring you -- although it's quite unpredictable as the monsters come in various types -- this simply means there are different winning conditions in every battle, unique ways to bring them down. It is important to kill them as soon as you can before they deal too much damage to the Centris. The damage done by the giants are carried over the rest of the stages!

That's all for now, and good luck, commander!
 
Concept arts @ attachment (Not the main character)

9
News and Updates / Sierra Ops Update - February
« on: February 04, 2016, 03:15:40 am »
Hello Hyperspace Comrades,

It's time for some graphical update - final final title screen, cg, and sprites edition:
https://www.indiegogo.com/projects/sierra-ops-a-space-sci-fi-action-rpg/x/6041733#/updates

P.S. I miss you all and I won't close down the forums as long as you're all here~.

Cheers
The InnoMuv-Productions Team

10
News and Updates / Development Updates 2.0
« on: January 10, 2016, 10:11:33 am »
Welcome to the new weekly updates thread...

Unfortunately the new assets won't be seen in the current demo build until we launch the final version this March containing the updated artworks and story content.

Anyway let's begin, shall we?
So we have a technical designer aboard now, because I decided to invest on the technical parts of Sierra Ops. I believe a rich, sensible lore can be a strong point, and with diagrams being presented together with the CG artworks, the sci-fi elements can now be taken a little more seriously. x)

11
News and Updates / Re: Sierra Ops Update - November 2015
« on: November 10, 2015, 09:25:56 am »
Oh, by the way, if you don't mind me asking, is Youko still in the project or she left after finishing her job?
She's still with us, in fact she signed a contract lately. Everything's going smoothly in the story/writing department, that's all I can say about it haha.
Is that Freija? She looks awesome!
Yup, and thanks :)
On another note, good to see you still active Hel! It's been a while since I saw you around the forums lol.
Yeah, the past 4 months has been quite a ride haha.

12
News and Updates / Re: Sierra Ops Update - November 2015
« on: November 09, 2015, 03:05:44 pm »
Ehem, other than that, I'm a little worried about the change on artist. While he seems fairly good, his (her?) style is also a bit different, so hoping there aren't many inconsistencies: I suppose you won't be redrawing sprites or CGs?
Well she'll deal with the CGs for now - the only major cg she will redraw is the title screen. Once we're done with all of the CGs we'll see if we still have the budget and time for sprites -- and if the audience are very disturbed with the inconsistency... They will get to decide the fate of the sprites later on. :)
Hopefully Sekai Project wouldn't mind even if I have to loose another limb for the contract haha.

13
News and Updates / Re: Sierra Ops Update - November 2015
« on: November 09, 2015, 02:57:43 pm »
Since I can't vote again, my current vote went to Storyline, but as two and three I'd put Writing Quality and then be divided on Artwork and Complex Choices.
Woops sorry about that, there I made it changeable!

14
General Chat / Re: The almighty SPAM TOPIC!
« on: November 09, 2015, 12:34:05 am »
Sorry guys, I quit the kitty job. I hope you all still love m---
I can't get out of my house right now because of all the police, fire, and ambulence, evidently somebody was found dead in my neighborhood. Guess this is good practice for when I move out of the suburbs next week though
What. Take care there Geo.

15
News and Updates / Re: Sierra Ops Update - November 2015
« on: November 08, 2015, 11:44:10 pm »
Ok, edited the poll so you can vote up to three options.
Hopefully that's enough :D

That's such a cop-out vote - it doesn't give any meaningful information :P.

I voted for story and writing - a good story, to me, anyway, can overcome everything else. Everything else is secondary. My second choice would be lore. This depends on how it is approached in the game, but I really like it when a world feels fleshed out and living. In a way, it could be tied to side quests, as that's one way to flesh things out without resorting to a codex or pointing people to look at the website. Life and death choices, too, are something I find quite interesting. Perhaps I'm a bit odd, but I really love Bad Ends in VNs. Fate/Stay Night, Aoi Shiro, Corpse Party, Ever17, all of these had bad ends that added to the story despite being a game over and made me feel strong emotions in regards to what had just happened.

As to more waifus, husbandos, and battles, well, this is distinctly last for me. I don't mind a good romance sub-plot, but that's all it is to me - a sub-plot. The meat for me is the main story, politics, tragedy, and character development. That's not to say romance can't have that, but at least in terms of Sierra Ops, my interests lie in the conflict between Earth and Mars. As for battles, I'd like the emphasis on quality battles rather than quantity. From what I've heard the quality has gone up, but I'd have to see that first before I can say "Yes, the quality has reached the point where I want more of this."

To summarise:
1. Writing
2. Lore via organic storytelling
3. Life and death choices
4. Waifus and husbandos and battles, oh my!
I definitely agree with writing being top priority, otherwise Muv-Luv wouldn't have made a million --- wait, it was read by the fans using a fan translation that needs a little spit and polish! That's why for me quality story + execution is the best, 2nd is art, 3rd is writing and lore, romance is kinda subjective and when people do it right, it's very awesome. (I just can't imagine Fate Stay/Night nor Stein's;Gate without it haha).

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