It’s been a while, hasn’t it? Don’t worry, though – the period since we talked last was definitely filled with productive work. Whenever a new team comes together, there’s always a period of time during which everyone gets to know each other and various foundations are laid, such as schedules, artistic direction, and so forth. This period of time is fundamentally important, as without it no coherent, unified work can be produced for the project – but, sadly, it also is a time during which not a lot is produced for the outside public to have a look at.
I’m happy to report, however, that we’re more or less through that point in time, and the phenomenally talented team we’ve assembled are now really starting to get into the groove and producing some great work. So, hopefully, from here on out, we should have updates at least more than once every month and a half or so. Since I’ve seen and heard from people who are really itching to see how the project’s going and to see proof that it’s alive and well, I figured I’d take this opportunity to give fans a very preliminary first look at the game and what we’ve been up to behind the curtain.
Find it all after the break!
Two things before we begin, though. First, I’d like to say upfront that what you’re about to see is not the full extent of everyone’s work; it’s just a sampling. One of the fun parts of a game like this is the enjoyment of discovering things for oneself, so I intend to do my best to keep you all happy and satisfied while at the same time ensuring that, once the case is finally released, it’s not just all old news to you all. And second, I’d like to remind everyone that the audio and visual content seen in the engine demos that you’ve likely seen to date was temporary, and was just taken from screencaps from the show and from Desktop Ponies. For this game, we’re creating an entirely original set of art and music. That’s going to make the game take longer, but trust me, compared to the paltry amount of stuff we had to work with from those temporary sources, this will make the game orders of magnitude better and more flexible.
That said, without further ado, let’s get to the content!
First up is dialog character art. HallowGazer and TehJadeh have been doing some wonderful, expressive work here as a tag team – HallowGazer does the concept art and sketches, and then TehJadeh vectorizes what he’s produced. They’re creating all of the art that is displayed when the player is conversing with another character. Here’s some of the Twilight art that they’ve put together thus far:
Next up, field character art! WarpOut has done some outstanding work here in creating some very fluid animation for characters as they stand idle and as they trot about the world of Equestria. Here’s some of his Twilight art thus far:
Third up is background and prop art! PonyArtist has been creating some wonderfully detailed backgrounds to house all of the characters, and to be investigated for clues. Here’s one example of a background that she’s put together, this one housing the bridge between Town Hall and the Carousel Boutique:
(Click for full – the above is a very reduced thumbnail!)
Last, but certainly not least, is cutscene art! Rautakoura has done some very fine work here capturing important moments in the game and bringing them to life in a detailed fashion. Here’s one example of a cutscene image that he’s worked on, this one occurring when Apple Bloom describes to Twilight what she heard the night of the crime:
(Click for full again.)
And just to give you all a sense of how these all come together to form the game itself, here are a few screenshots of them in action to whet your appetite a little. (Click each for full.)
That’s all for now! We’ll have more for you very soon, so stay tuned!