This is the end. My only friend,
rear end the end.
There's a lot of new people on this forum, so for those of you who don't know me, hello! I'm Stunthead, and in this thread I've recapped all the developer streams that can be found on the
ManeSix DevTeam YouTube channel. If any of you have ever wondered about the lore of this game, or what all those crazy bars and numbers mean, take a browse through this thread and you might just find the answers. You will also find far more butt jokes than is healthy for any sane human being. But it's okay, because you only have to put up with me for a little longer, as this will be the final work stream until the game's launch. So... let's cap off the recaps, shall we?
MANE 6 WORK STREAM #17 - APRIL 21
PART 1 (OF 1)
0:00 - In case you missed it, we get another look at the main menu. Seeing things like this makes the game feel so real.
1:29 - The quality and volume of the lobby voice chat has been improved.
2:06 - You can select an option to "spectate next fight" on someone in the lobby. When they next join a fight, you'll automatically be added as a spectator, meaning you don't need to follow them around like a stalker to see those sweet combos.
2:44 - Velvet shakes her butt for a long time. Actually, I have some distressing news. Last recap I said that the loading animation had been changed from a full spin to a booty shake. It turns out this was
incorrect! The booty shake has been there since day one! I'm not sure if I should be proud or disappointed in myself for not realizing that for over a year. The booty shake was right under my nose the entire time and I didn't even see it!
3:43 - Right now there is a limit of 4 spectators per match but they're looking to expand that in future.
4:30 - The spinning Velvet in the loading screen might stay, but they want to add a few more characters if they can. No word on how much butt shakin' there will be in the final version.
5:22 - Jay seems to imply they might be toning down the amount of purple in the lake in Oleander's stage. That's very low priority though.
6:25 - Oreo is a double lizard.
6:31 - While in the lobby, you can enter a single-player fight against an AI or Dummy opponent to configure your controls. This allows players to make the changes they want without having to back out and reconnect.
7:57 - The character you have as your avatar in the overworld is not automatically defaulted to when you join a fight. The team thought about it (and they're still thinking about it) but it's so easy to change characters that it's really not that big a deal if they don't. It would be functionality for functionality's sake.
8:57 - You can request training from players if you want to learn without the pressure of a real match. Hopefully this will encourage players to learn with others instead of hiding away in the training room by themselves. Training sessions can also be spectated.
9:34 - The team would love to market. Unfortunately, they don't got no money. I'm sure they'll manage to figure something out though.
10:24 - There will be plenty of controller support.
10:49 - As for the beta specs, if you can run Skullgirls you can probably run this game.
11:27 - Game crashed, game broke, literally unplayable, 2/10. (Seriously though, finding little breaks and crashes that were glossed over is going to be the job of the beta testers, so get ready to ruin everything!)
12:31 - The lobby has voice chat based on position, so it gets quieter as they move away (as demonstrated here in a pretty funny way). Hopefully this will encourage people to approach each other to communicate, and it will allow groups far away from each other to have separate conversations.
13:32 - A lot of the backer suggested accessories were completed a while ago, but because that's low on the priority list they won't all be ready for the beta. Also, for the moment, it looks like the accessories will remain an internal thing, and they will not interact with the steam inventory. It's up in the air if it's going to stay that way, but personally I think this would be for the best. When you add steam inventories and trading you can cause yourself a lot off issues with things like scammers and third party websites. I know it's good for the community, but virtual economies have a tendency to go a bit wrong. Maybe just keep the inventory personal.
14:41 - Muting people is a breeze, it's currently in and working.
15:18 - The team has tonnes of ideas for internal "events." This is all future speculation, though, so no promises yet.
17:13 - The backer-submitted background characters are being worked on by Lindsay. Some may be in by release, some may be added later. I recall them stating in a previous stream that they might all be lumped into a great big non-canon area, but I don't know if that's still the plan based on how the devs phrase the explanation.
17:56 - The default Paprika pallet has finally received a little love. It's much brighter and cleaner than when we last saw it.
18:28 - Before, if you got someone into a techable knockdown, they would be able to tech out straight away. Now there's a slight window of time where they will not be able to tech, which gives players a second to scope out the situation.
19:34 - Paprika has a bunch of new get-hits. Fluffy noodle to the nth degree.
20:52 - Paprika smiles even when knocked down. She's so happy all the time that they didn't even need to make some of the sad mouth expressions for her.
23:22 - Paprika can now jump out of her picnic basket, destroying the basket but also launching the opponent into the air where they can be combo'd.
25:52 - Fluffy noodle has a "spiral through the air" get-hit animation now.
26:41 - Plot Twist: Jay is Porky Pig
29:53 - It seems we have a fellow butt aficionado in the twitch chat! But it's true, that Paprika crouch pose is very cute. Paprika is more dog-like than some of Pom's pups.
30:15 - When Lauren was naming the files on the original Paprika drawings, she called her "Tallulah." I wonder what the other characters were called in their prototype form, if anything?
32:55 - There will not be voices for the beta, but they're working on it.
35:36 - Pom no longer has a height restriction on her float. She can float down as soon as she gets off the ground, which I guess is a bit like a short hop?
35:57 - Pom has a new standing medium. I think this means the death of her adorably weird little dig attack, though. Unfortunate. That was always my favorite. It's such a silly attack to do in a fight, it was perfect for Pom.
38:38 - Tianhuo now has a very wiggly, very snek new idle animation. It's still not done, they plan on fixing up the speed and the pallet issues, but hey, at least it matches her crouch.
RIP butt-to-camera idle, you will be missed.
42:13 - They hope to add some flaming fetlocks to Tianhuo.
42:55 - Nappy goes over the predators we've already seen (the wolf and the panther thing). New predators are revealed in this stream a little later.
43:15 - Velvet is going to be getting one new move, which they weren't able to finish for this stream.
45:12 - The predators are obviously still placeholder, but they will be shadowy in the final version.
47:32 - SNEK slithers in! But not a horse-snek this time... a SNAKE snek! The snake spits projectiles all over the place and has a very long reach. If you can power through and get up close, though, you can manage them.
49:22 - AI Arizona is not putting up with any of the snake's shiznit. They demonstrate the proper way to approach an enemy that spams projectiles.
51:27 - The AI has not been worked on much for a while, so Arizona still seems to be the best. No Snek v Snekhorse just yet.
52:03 - Don't you hate it when you're trying to have a casual conversation and suddenly you get distracted by a BEAR? Yeah, a big bear is the fourth new predator. Big, armored, hard hitting, has a grapple, the bear is pretty much a miniboss.
54:03 - The bear is going to be way less common, and maybe just guard important or desirable items. But if I must fight a bear to get a cute hat, I damn well will!
55:16 - Scary skynet cow vs Nappy Bear.
57:24 - Nappy compliments the AI, forgetting for a moment that it's an AI. Nappy weirds himself out and aborts the test.
57:45 - The game's "boss fights" (other than the final boss of course) could just be a multi-character fight, or a scripted "defeat all the predators" section.
58:13 - Nappy tosses around the idea of a horde mode where you fight predators until you die. He thinks that would be an interesting alternative to survival mode. I was under the impression that fighting predators
was what survival mode already was, but I guess in that case it must be a fight against the other playable characters.
59:54 - There will be a non-playable final boss, just in case you didn't trust me when I said so earlier. Which I wouldn't blame you for.
1:00:00 - The team doesn't know whether post-goat characters will be free or not. It depends on how the game sells. They'll worry about that after release.
1:00:54 - Looks like the team hasn't fully decided on the final boss design yet, but Lauren has sent them a few designs that they're going to have a look through. Seems like a lot of the single player stuff has been put on the back-burner. Hopefully they get it all done in time. (Not that I have a problem with waiting, but there's only so much money, of course). Nappy is looking at ways of approaching the boss fight other than just plonking down a massive sprite with a bunch of armour frames.
1:03:34 - Nappy is ambushed by the sheep cult. Fun fact, this is how I indoctrinate new members of The Pom Patrol.
1:06:07 - Velvet with salt on her head looks silly.
1:06:39 - Cam makes a pun in the game chat. Actually, I made a theory a while ago in an old thread that the Bison in Fœnum live nearby the Alpaca. Paprica is a charge character. You know who else is a charge character?
M. Bison! That's right, theory confirmed, 100% legit canon, I am a genius.
1:06:52 - The game will have a ranked mode. The visual lobby is just one way to play.
1:07:29 - The team plays some matches, nothing new is shown off for the rest of the stream, but they do answer some more questions.
1:08:07 - The team is able to add a profanity filter, but they obviously can't control the online voice interactions. If someone wants to be a jerk, that's on them.
1:09:26 - The way backer background characters are going to work, as mentioned earlier, are still being thought about. Jay thinks that if they're included in the normal stages, they should be toggleable. For what it's worth (nothing), I agree.
1:10:19 - The Poms send their puppy parades at each other at the same time. Adorable pain ensues.
1:11:55 - You can hit the puppies as long as they're moving or attacking. If they're stationary, they're IMMORTAL DOGGOS!
1:12:36 - For the beta, all the cosmetics will probably be unlocked. In the full game they'll be locked behind achievements and other systems, or at least the team hopes.
1:14:23 - Like I said, last work stream. "Officially" the last at least. There'll more than likely be more streams in future for different reasons. The team confesses it isn't much of a party, with people sick and away, but they've all just been working really hard on the game.
1:16:24 - The idea of the "magic meter" unique resource was something the team came up with, and the basic functionality has carried over from the previous project, just with changes and improvements.
1:18:15 - I suggest a Springbok character. Again. Jay says "Springbok" in a South African accent. Again. Jay says that goat will be the next character, probably followed by some kind of grappler.
And then after that a Springbok, right guys? Right?
1:19:46 - I let Jay know that this is the third time he's responded to me suggesting a Springbok in the exact same way. I think we might both be robots, because we're certainly pre-programmed like them.
1:21:51 - I'm from New Zealand too, and I can confirm that not teaching your children who the All Blacks are in this country is a punishable offence.
1:22:48 - Jay acknowledges that a playable light magic unicorn would be a cool idea. Apparently, in Lauren's words, each of the characters has something that separates them from their society, so having someone more dyed-in-the-wool would be interesting. Meanwhile Oreo supers a puppy. The monster.
1:24:41 - The beta NDA (Non-disclosure agreement) is discussed. The team predicts that on the first day or two there will be some major connectivity and functionality issues, and the devs would like a chance to patch those up before people start releasing streams and videos to the wild. Don't want to give the game an early reputation of being buggy and broken, after all. They don't know how long the NDA will be for, but it would only be a few days max. After that, they're fine with people doing whatever.
1:25:59 - The beta will be released through steam.
1:27:26 - Lauren is working on the story mode. The outline is done by now, and they're breaking it down bit by bit and working out the little details. Jay assures us that it's actually super long. Lauren is used to writing TV shows, so writing for a game is a whole new beast. Still, she seems like she's having fun with it, which is always good to hear.
So... I guess that's it for the work streams. If the devs ever stream anything else in the future, I'll be ready to recap it. Until then, thank you for reading, and I hope you all have fun at release! Ka kite ano.