Recruiting: Audio Engineer

Hello hello!

For personal reasons, our current audio engineer has unfortunately had to step down from his position in the team, so we’re presently in need to fill that position. If you’d like to be in charge of ensuring that all of the voices in the game sound just right, and that all of the dialog lines are properly punctuated with sound effects to give the second case that classic punch from start to finish, we’d like to hear from you! Don’t be shy. 🙂

Head on over here to learn how to apply. Please send all applications to recruitment@equestriandreamers.com, as well as any queries or questions about applying.

Thanks so much!

-Gabu

More Case 2 background music

Hey, everypony!

It’s been a while since we last showed you some work from our composer, Trot Pilgrim, so to give you some more tidbits from case 2, this time we thought we’d share a couple more songs that he’s been working on. We can’t give you the titles of these songs yet, as both of those would potentially be spoilers, but we hope you enjoy them all the same. 🙂

The case creator: A first look

We’ve said a lot in this space about what’s in store for players in case 2, but one thing that we’ve only touched on in passing each time it’s come up has been the My Little Investigations case creator, which is also in development in tandem with the second case. It’s still nowhere near ready for public consumption yet, but it’s nonetheless coming along quite well, so I thought I’d take a little while to show people what to expect from it.

Anyone who’s either worked on translating the first case, or who has just looked at the case XML file, will know that the format of the case file in its current form is a huge mess. That’s more or less by design – it was never intended to be human-readable – but it still throws up a huge hurdle for people wanting either to edit existing cases for translations, etc., or perhaps even to make their own cases. So, both to facilitate that – and to make my own job easier, too – we’re working on developing a much more user-friendly case creator, which will be able both to read and edit MLI case files and to create new case files from scratch.

NOTE: The user interface displayed in these pictures is still very much in development, so don’t take anything from this other than a very high-level impression of the design direction.

(Click pictures to see the full-size image.)

MLI Case Creator - 1

As said above, this UI is still very early, but the general idea behind the case creator is that people should be able to use it without having any understand of programming or anything like that – to the fullest extent possible, we want the case creator to be intuitive to use. In this case, which is the location editor, everything present in this location is displayed in layers that can be enabled or disabled, and anything in an enabled layer can be dragged to where the creator wants it to be. Selecting an element will also bring up a pane that will let you edit any properties of that element, such as determining its position more granularly, defining what should happen when the player clicks it, conditions that determine the presence of a character or object (not yet implemented), and so forth.

MLI Case Creator - 2

Editing character encounters is necessarily less visual in nature, since there’s nothing to be laid out on screen, but I’m still doing my best to make it as easy to understand as possible. Conversations are organized in a hierarchical format, with new layers of the tree created anytime something branches, like a condition, a loop, a multiple-choice question, and so forth. If you click on a conversation action, you can see what it looks like in the top-right window, and you’ll be able to click to play any given line of dialog to see if the text synchronization or emotional choices look good, or whether you’ve selected the right voice line.

MLI Case Creator - 4

To edit an action, just double-click it to bring up a dialog window that facilitates that functionality:

MLI Case Creator - 3

Or, to insert an action, you can just double-click on one of the separators, which will display a message on mouse-over saying that you can do that.

5

Editing cutscenes is somewhat a combination of the two, in that you can see the current state of the cutscene visually, including character and camera positions, while also being able to edit the cutscene phases on the right in the same way you can edit conversation actions.

There’s still a lot that has yet to be implemented – for example, you can’t yet edit characters, evidence, or zoomed-in views – but all of that is in the pipeline. This will be the tool that we’ll be internally using to implement case 2, so the tool will get plenty of internal usage that will vet its usability. Once it’s released, we’ll also be releasing a pack containing all of the audio and visual assets used to date in MLI in both case 1 and case 2 (that will include all the mane 6, plus Spike, plus all the other characters seen in those cases), which will give people a good base to build upon if they want to develop their own cases.

That’s all we’ve got so far. Sorry we’ve been a bit lax in terms of posting to this space. I know I say that often, but, well, that’s because it continues to be true. Thanks for your patience as we continue to develop. ‘Til next time!

Meet the characters: Masquerade

Hello, everypony! Today, we’ve got another interview with a case 2 character for you. Last time, we gave you Royal Ribbon, a waitress at the Grand Gastronomie du Griffon. Today, we’ve got Masquerade, her co-worker.

Are you all set, interviewer?

Yup!

Then let’s get to it!

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Meet the characters: Royal Ribbon

Hey, everyone! No, we’re not dead – we’re still very much alive and coming along. I’m really sorry that we haven’t been posting much on the front page – I take full responsibility for that; work on the game has still been chugging along, but after coming home from my job, working on case 2… creating more work for myself is never high on my list of things that I actively want to do, so I never really want to do another post right now, but then today becomes tomorrow, and a week goes by, and… well, yeah. I’m sorry, everyone – I know it sucks to not hear anything about something you care about. So! Let’s try to break that silence. And get back to our characters.

You ready, interviewer?

Ready!

All right, well, today, we’ve got the bubbly Royal Ribbon. Take it away!

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Meet the characters: Philo Reed

Hello again, everypony! Our previous post introduced everyone to case 2 in general, but today, we’d like to go a bit more in-depth by beginning to get people acquainted a bit more with the characters that you’ll be encountering in case 2 who weren’t seen in case 1. We’ll start with Philo Reed, detective at large, and work our way through the roster from there, one character at a time. In case 2, Philo will be making Twilight’s life troublesome, but for right now, we’re just talking to him, pony-to-pony. But before that, everypony say hello to the lovely interviewer whom we’ve enlisted to help us with this!

Hello, everypony! Pleased to make your acquaintance.

Well, Philo’s all ready for you. Take it away, interviewer.

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Case 2: Twilight’s case notes

Hello, everypony! It’s been a while. A, uh, long while.

As development on case 2 got underway, we kind of fell out of the habit of posting here, until not posting became its own habit. We’re sorry about that. A lot of you have asked whether this project is still ongoing. The answer is most assuredly yes! We haven’t been saying anything, but we’ve still been working on the second case at a steady, if slow, pace. With this post, we’re hoping to break that cycle and start posting again more often. So, without further ado, have some preliminary info about case 2 after the break. More to come later.

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