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Messages - Helrouis

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News and Updates /
« on: December 18, 2019, 05:13:16 am »
From here on out, all updates regarding Sierra Ops will be on Twitter:

or on our main page (...which simply pulls the Twitter feed ^^; )

The forum will stay alive, and will last for as long as the devs are developing games.
Thanks for staying around for so long guys, happy holidays!

News and Updates / September 2019 Update
« on: September 28, 2019, 11:17:32 am »

Our BG artist, Ungdi-sea has returned to the party!
We've got a lot of catching up to do, but nonetheless it feels really awesome to have a core member back  :'(
We were on the verge of just mummifying his previous works (and failing hard at it)

And then we'll be releasing the first and second episodes of Sierra Ops soon.
The first episode will be free.

We're aiming to release both episodes this December.

That's all for now, signing out!

News and Updates / July 2019 Update
« on: July 29, 2019, 03:45:06 pm »
Hello there,

I'm... now a production manager for all future games of InnoMen.
I mean I've always been, but I did wanted to hog a few more roles for myself, only to realize I can't really do it all my own.

So the director role has been passed over to Youko, because she is a film graduate and has created awesome mini-games during her free time.
Even her resume is a game itself, which you can play here:

She'll benefit the title of a director more for her career, and I feel we can work together up til the final arc more realistically this way.

It took a while realizing my specialty being... just an admirer of Visual Novels and Animations in general, and promoting them to others.
I'm not a good director, our first demo was just full of technical stuff / showing off Live2D, camera work and all that. But they were just met with harsh criticisms everywhere.
Even if we finished this with me as a self-proclaimed director, people will just recognize me as someone who finished a Visual Novel, but director/artist and all that jazz? I doubt it.
It's all mediocre as I can't really focus on each of the roles I've burdened myself with.

We want to sell the game, so I really need to communicate more with our backers and fans who have been interested in our project.
I'm sorry to those who have been disappointed with the lack of communication.
Honestly, I've got really nothing to say, the only reason I'm still here is because Youko, Glean, Tooaya, Shroud(composer), Jester(UI guy) sticked around working with a manchild like me.
I need to repay them somehow and hopefully along the way, people would regain trust in our team.

So what will change exactly?
Me and the entire team will be assisting Youko to whatever she needs to finish the scenarios.
The attached footage is her direction, and as you can see, a million times better than the original.
See attached (2019-07-29_15-19-45.mp4) or this link

Glean/Kemeo is still helping with the programming.
Jester for the UI, like this one - (music is a placeholder)
Tooaya for the CGs, she has done quite a lot despite her busy schedule and fan art works.
Shroud/Arvin for the music.

I'll stick to marketing/communications and also assisting with programming/battle script editing (where I'll follow Youko's storyboards)
I need to keep in touch with people since we're selling a game. Youko can't be bothered to promote since she just want to be in her cubicle working on games non-stop.

That's all the update for now. Feel free to talk to me on Twitter as I'll be replying much faster there.

Cheers and have a great day.

Updated: July 30, 2019, 07:52:34 am
Sorry for the low quality,
I was only meant to share this with the team (specifically asking Shroud to replace the last placeholder bgm)
But yeah... it's still going!
Credits to Youko for the scene direction. She's still getting a hang of the camera work and all.

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

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.

[email protected] Team

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

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.

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.

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...

News and Updates / May Update
« on: May 21, 2016, 03:09:44 pm »
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!

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)

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:

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

The InnoMuv-Productions Team

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)

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.

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.

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