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Mane6, Inc.

Q: So!, It’s mid May now. What have you guys been doing?, Why the long silence?

A: Well, that’s actually a pretty good example on why we don’t usually give out very specific dates: Stuff has a very constant tendency to go FUBAR when we do.

We’ve been wrestling the procedures to get the legalese bits of being an established company sorted out, so we could move on to crowdfund and development without fear of the IRS SWAT team storming through the window or sudden legal bombardments happening out of the blue, which is kind of important for a good development. We woofed up on our time estimate to get this done, and we’re sorry about that: What was meant to be a relatively painless process setting up as a company in the US dragged on when we found out the fact that half our team are actually not US Citizens or US residents would actually create more problems than we thought it would. Legal Paperwork multiplied, tax forecasts multiplied, consultants were consulted, meetings were met, inquiries were inquired, lawyers lawyered, options changed, plans changed, and lots more stuff happened to get it sorted up…

… And that ate up time, attention and resources from CoreDev.

But we’re finally set up!, We’re now officially Mane6, Inc. (No affiliation to Monsters of any kind, except probably stream monsters), and sans a couple internal documents that need to be drafted and/or signed, that should be the bulk of our pre-crowdfund legal setup. There are still a few wrinkles here and there, but those are more annoying to the individual devs than to Mane6 as a whole.

Which still leaves the rest of our pre-crowdfund setup to deal with.

What does that entail?

Crowdfunds are a delicate thing, which can fall into a catch-22 scenario quite easily. You need money to develop your project, which you can’t get without the crowdfund, which won’t succeed without a project to show in the first place, which you can’t develop without money… etc.

That said, we’re trying to give you guys a decent initial representation of what we’d like the game to be when we put it up for a crowdfund. We don’t want to just say “hey guys, we have a cute little cow here, give us your money or the cow gets to be lunch!”

The first thing we need, and the central piece of our crowdfund campaign is going to be showing you some in-engine footage. -Actual- gameplay, as opposed to just throwing our art assets on after effects, putting some flashy effects on top, movin’ them around, and calling it a day. Obviously, due to the early state of development, some of the art assets might be less polished than others, but in general, we want to give you guys a good first impression of the game’s mechanics. How it’ll play, and how it’ll look.

We’d like to have (and have been working on) at least one functional character up to a “showable” state (which is different from a “release-ready” state), and then one or two extra characters a little bit behind on the progress pipeline to demonstrate the procedure. Place those in at least one stage and show the new UI concept, which will greatly improve readability of resources (particularly the former “Magic” Gem from Fighting is Magic), and also show some of the music work that RC has been sketching up for the new game; One of the benefits of not working in FM2K anymore is that we can go NUTS with the music system, and we’re taking full advantage of that. We’ll give you more details during the crowdfund, but we can tell you: it’s pretty exciting for us, and we’re hoping it’ll be pretty exciting for you guys as well!

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Here’s a bit of a preview of what we’ve been working on!

And lastly (in terms of visual content), we’re working on character splash art, their definitive colour palettes, and of course, on giving them a name. We’ve already made good progress in there, but legal checks must be passed first on that front. For that eventuality, we made a large list of alternative options in case the first try doesn’t work.

We’ve also been working on getting a plan for pledge rewards. We’d like to thank everyone for their suggestions when we asked on Twitter and Facebook, by the way. We’re taking your ideas in consideration. As a result, we have digital items ready to roll, and are looking at a variety of physical items, both in limited and unlimited quantities to give to people pledging to the mid to high tiers; It’s being a bit of a tough balancing act, as every physical reward created and shipped must be financed out of its pledge amount, and since the main purpose of the crowdfund is to -fund- the game, and not the rewards, we need to strike a balance between the pledge reward cost and the amount of money it will bring to our game budget. You can have a peek at our current WIP pledge reward chart (With the numbers blanked out as per the reasons above) in the following image.

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And… That’s about it. With the legalese bits mostly taken care of (knock on wood), we’re now fully focusing on getting the crowdfund content up and running, and once we do, it’s Indiegogo time!

  • Jay Wright
    • Cellsai

      I am confused.

    • superhobo40

      So is that a character name?

      • Jay Wright

        Mrs Cyangreypuke.

        • superhobo40

          Or Stampede! Although I could grow to like Mrs. Cyangreypuke too.

        • Kyderra

          Must be pnikblueyellow shoes rival

    • GMK Goat

      Save Tennis Shoe Cow, Jay. You’re our only hope,

    • Rane Fields

      3e7655 6d7065 646521…
      >vUmpede!
      …Well I tried.

    • Sind

      Stampede!

  • JustinBailey

    Neat. It lives. I don’t even know how I ended up here but I feel like it’s okay to stop intetnetting and rest now. Thank you, Mane 6, Inc. My slumber will be filled with ponies kicking each other’s asses.

  • Ochopus

    I love you guys

  • Xch3l

    Whoooo! Good to read some good new from you, guys!

  • Cellsai

    Great to see you guys aren’t dead!

    “The first thing we need, and the central piece of our crowdfund campaign
    is going to be showing you some in-engine footage. -Actual- gameplay,
    as opposed to just throwing our art assets on after effects, putting
    some flashy effects on top, movin’ them around, and calling it a day.”

    It’s sad how contented this makes me. Why is this not a universal practice with game devs and crowdfunding campaigns?

    • Jay Wright

      > Why is this not a universal practice with game devs and crowdfunding campaigns?

      Because it means taking a lot of time at the start! Which is the catch-22 we talked about. We figure it’s worth it though.

  • Invader TAK

    Glad to see things are coming together. Still got my wallet on standby.

    Also, obvious “Early Bird” tier is obvious.

  • darkpsito

    only 100 game copy? =(

    • Cellsai

      That’s very likely a reduced price “early bird special” deal. First 100 to back it at that tier get cheaper games.

    • Jay Wright

      The game copy is for every filled in purple square in that row, don’t worry :)

      • darkpsito

        oh thank :D

  • obeycelestia

    Super glad to see you guys are still kicking butt!

  • Brenda Wright

    So puffed with pride I think I am gonna burst…..

  • wert

    Oh look, an update. After what, 3 months of nothing? And it does say fuck all other than “soon”, as always.

    I’m gonna be frank if you do an crowdfund you *better* show a lot of gameplay, I’m starting to doubt we’re ever gonna see anything from you at this point. Like, I couldn’t even tell you’re working on this at all, not that I want to imply you want to scam people but just for perspective, we’ve seen twice as much content from the Dark Skyes guys and that wasn’t even a real game.

    • Jay

      Wow, rude. They don’t owe you a thing. The reason for the lack of communication is right there in the first paragraphs. What’s it to you how they’ve been spending their time? And what’s with the threats? What are you gonna do, not give them $10? There are plenty who do trust. You won’t be missed. The metaphorical door is right there.

      • Celie Hima

        Can’t please them all, ya know? Don’t let yourself get butt hurt over that. Just some angry jerk off.

      • raptornx01

        To be fair, going to the crowd funding route is an entirely different animal then when it’s just a fan game. When it was just FiM then people would be slightly justified in saying things like “They don’t owe you anything” or “don’t act entitled”, etc. But with this they are selling a product at this point, and thus have people to answer to. People are more justified in voicing concerns over lack of progress.

        • Jay Wright

          To be even more fair, no, we aren’t selling a product at this point, and neither have we asked anyone for money yet.

          • raptornx01

            “Yet”, but that is the goal, ultimately. A for-profit game can’t, and shouldn’t, be treated the same as a fan made game. Doesn’t mean people have the right to be jerks, But such a product does open itself to a bit more critique. Especially with crowd-funding as it does require a good bit more good-faith, a bit more trust.

            I have followed the project from those early WIP videos for the pony version. I do know you guys are capable of quality work. My opinion above comes from an unease that criticism will be shunned by fans. Someone being an ass should be called out, but people shouldn’t act like other people don’t have the right to offer critique.

    • Benschachar

      Well if the tribute edition of Fighting is Magic is anything to go by they made substantial work already on fighting games.

  • Jay

    Probably should have blurred that a bit better m8

    I’m all for huggables but not for 4 figures haha

    • http://www.mane6.com/ ManeSix DevTeam

      There might be one joke tier somewhere in there ;)

  • Joshua Martens

    I’m more interested in stretch goals than pledge reweards. PS3 please!

    • http://www.mane6.com/ ManeSix DevTeam

      Can’t announce stretch goals before crowdfund without an initial goal sorted out.

      • Joshua Martens

        PS3 possibly part of initial goal? Either way just letting you know there’s interest! And I won’t withhold my purchase if PC only; I’ll just enjoy it way more on a console.

        • Jay Wright

          We really understand that consoles would be awesome for release. They are easier to set up with friends and at tournaments for one! But PC is our focus initially simply because of the ease of development for some of the features we really want, not to mention ease of distribution. We will have to see how the crowdfund goes in order to flesh out our console options!

          The only reason console isn’t a number 1 priority is resources. That can (and hopefully will) change :)

  • Lars Bergham

    Will there be an editor to put in some ‘selfmade’ skins and background?

    I guess a lot of people (including me) would love to see 6 particular, different colored and hooved characters.

    Look for the “Putt-Putt fail of minecraft.”

    • Jonathan Zuzarte

      I’m pretty sure there won’t be because fighting games in general are difficult to mod. It took Mane6 more then half a year to figure out what the Z engine can do. I doubt most people would have the patience to do that just to mod characters back in. Besides, it would be kind of insulting to Mane6, Lauren Faust and even the new characters and the work as a whole if one ignored all their efforts just to bring familiar characters back, not to mention that like it or not, that would kind of illegal. Palette swaps may be a possibility but that’s about it.

      We’re about to witness something new in the making, I find that way more exciting then anything done if we stuck with the familiar. Besides, one can always play the questionably legal Fighting Is Magic Tribute edition if you wanted a Pony fighting game.

      • Lightsideluc

        >Difficult to mod
        Someone hasn’t heard of Smash Bros Brawl hacks or MUGEN.

        • CamTSB

          Brawl hacks are done through the stage editor and allow things to be loaded from and external source (SD card) and MUGEN is it’s own engine. Far more different than you seem to realize.

        • Victor Mattsson

          MUGEN was made for stuff like that and there’s a reason that most fan made (from ground up) characters looks like shit in that in terms of animation. Smash Bros is a 3D game, that alone makes it A LOT easier to mod.

      • raptornx01

        Fanmods aren’t illegal. and I’d say it’s more a tribute to the years of work that had to be flushed down the drain.

      • Lars Bergham

        I am not ranting or anything, but I just want to explain why it’s not that much of trouble.
        1. There are thousands of people that have enough sparetime to do just that. Either just for shits and giggles or because they really would love to see want they wanted and donated for. It’s just a matter of time, I have no doubts.

        2. I don’t see it as an insult to the team either. Adding is not “exchange and delete”. I have no doubts that it would still be an awesome game, even without the from the fandom desired characters.

        3. Last thing: I guess you haven’t googled the “Putt-Putt fail of minecraft”.
        Short version: You can’t sue the creator of an editor, when a user creates something. It would be like sueing Microsoft, because someone wrote down a book in Word.

        The President and CEO of Putt Putt, David Callahan, threatened Minecraft creator Mojang AB to remove the user-created minigolf courses.
        David Callahan failed/dropped the C&D as Mojang didn’t create those.

    • http://www.mane6.com/ ManeSix DevTeam

      Nope, sorry. We’re not really looking at the possibility of an editor right now, and honestly, ain’t very likely to look that way in the future.

      Things like Smash Bros. Mods, MUGEN or Minecraft are very very different beasts altogether.

      • Lars Bergham

        First off, I understand if you don’t like the idea.
        Cracking a game sounds rather harsh, I admit.
        But there are thousands of people that have enough sparetime to do just that. Either just for ‘shits and giggles’ or because they really would love to see want they wanted in the first place. It’s just a matter of time, I have no doubts.
        Now there is the next question:
        If someone decoded the game and offered mods on a different website, would you try to stop them?

        In case you worry about legal stuff too: You can’t sue the creator of an editor, when a user creates something. It would be like sueing Microsoft, because someone wrote down a book in Word.
        The President and CEO of Putt Putt, David Callahan, threatened Minecraft creator Mojang AB to remove the user-created minigolf courses.
        David Callahan failed/dropped the C&D as it is not Mojang’s fault that someone created those. Also: Streisand effect (wikipedia)

  • Meko

    Proud of you guys! :D

  • Soan

    Facebook link links to twitter. I’d like to like your Facebook.

    • CamTSB

      I’ve mentioned it to Anu, so he’ll fix that when he’s available. Have a link for the time being:
      https://www.facebook.com/Mane6Dev

      • Soan

        Oh heh, I actually already have you liked.

    • http://www.mane6.com/ ManeSix DevTeam

      Fix’d. Thanks for catching it.

  • dragonmorpheus1 .

    Looking forward to what you guys will bring in the future.

  • Alexis Perez

    I have a question to you guys?

    It might be early to ask, but are you going to develop this game to be playable on PS4 or Steam?

    • http://www.mane6.com/ ManeSix DevTeam

      Steam would be our best case scenario for PC. With the uncertainty of greenlight’s ongoing status right now, we’ll have to see what happens, but we’d still like to aim for Steam. That alone would solve three major things (distribution, patching and version checking), and several mid-to-small sized ones.

      As for PS4. We’re focusing on PC right now. Consoles are very much dependent on the crowdfund itself.

      • Alexis Perez

        Thanks to clear my doubts, guys. I’ll be expecting this game with open arms.

  • James Fox

    Will the project see Wii U and 3DS eShop release?
    I mean if it’s using Unity, the Wii U kits for Unity are not expensive

    • Caribbean Brony

      I’d like to know this as well.

      (Also, James, they are using the Skullgirls Z Engine. I wonder how well that would translate over to Wii U.)

    • Alexis Perez

      It will be awesome, but not to disappoint you thre are more odds to them on try to release the game on Steam or PSNetwork (PS3 or PS4).

      Of course it still early to know, and after all they have the last word.

    • http://www.mane6.com/ ManeSix DevTeam

      We’re actually using the Z-engine, which is a custom-made engine made by Mike Z for his own fighting game (Skullgirls), which we’ve gotten from him and are adapting/modifying for our own needs.

      That said, Wii U and/or 3DS aren’t very likely systems we’d attempt to port the game to… In fact, they’re actually kind of at the bottom of the “maybe” list. We’re going to be focusing on PC for the time being. Any other console releases (PS3/PS4, 360/XBOne), are very dependent on the crowdfund, and right now are “we’ll cross/burn that bridge…” cases

      • Jristz

        So with the Z-Engine what are the supported plataforms??,

        • http://www.mane6.com/ ManeSix DevTeam

          Theoretically, anything that Skullgirls releases on (Which so far is PC, 360 and PS3). In practice, we’re focusing on PC first, and depending on the crowdfund, looking into expanding to other platforms as resources permit.

  • Fuzunga

    I’m curious why you’d use Indiegogo over Kickstarter. I feel like you’d get a lot more support on Kickstarter.

    EDIT: Oh, it’s the money thing, isn’t it? You want the funds right away. Okay.

    • Alexis Perez

      I guess they will use kickstarter.

    • Jay Wright

      Indiegogo reached out to us, and have been incredibly supportive. The Skullgirls crowdfund did very well in Indiegogo as well.

      • Антон Пятаков

        I find your usage of IGG symblolicaly appropriate, since Z-engine was acquired through IGG too. This project certainly has some story with it.
        On more materialistic note though, they said IGG take less money from gathered summ than Kickstarter. Which means that more money will go to fund the game directly.

    • Eric Nguyen

      The only downside to using Indiegogo is that Indiegogo’s ability to protect backers from fraud is… questionable at best. Some projects can take backer money and disappear, never to be heard from again, and Indiegogo is legally protected from any responsibility (thanks to a clever wording change in their TOS). This may turn some people away from donating. However, I believe the Mane6 devteam already has trust and support from a large number of people, so they’ll be fine. Indiegogo is better for Mane6 in that they’ll get their money faster once the campaign is over.

  • agoaj

    Could you go into why you’d use Indiegogo over Kickstarter? Just curious.

    • Jay Wright

      History with the Skullgirls campaign, and they have been supportive of our team :)

  • texlovera

    This is called “flying by the seat of your pants”.

    And when you do that, any landing you can walk away from is a good one :-)

    Good luck, fellas! I’ll be waiting for updates…

  • raptornx01

    One concern I have, alot of fans came to you for ponies, not as fans of fighting games. and many have stayed since, will the game still have the accessibility once offered with that audience in mind?

    What I’m saying is, will casuals still be able to play it? Or will it be like Skullgirls, beautiful game, but virtually unplayable to the average gamer?

    • Oreo

      As far as I know, the intent is to stick to the spirit of the mechanics from the previous incarnation of the project. So if that sounded reasonable to you, then you will probably be alright with this game. Won’t know it till you try it though, so give it a try and you be the judge.

    • Jay Wright

      Our game designer is VERY conscious of making the game accessible to all skill levels. This was one of the key goals of Fighting is Magic and it is still one of the goals of the new game. It should be even easier to realise this now that we have more freedom in the game engine this time around!

      • raptornx01

        Thanks for getting back. That’s good to hear, especially that the engine has opened some doors for you.

    • JELIFISH19

      Accessibility in fighting games is a myth. There’s no way to make them truly accessible unless you ban good players. Skullgirls at its core is a very simple game. 2 casuals can have a great time playing it. But when you add a good player, then the casuals feel inferior. It becomes much more complex when good players play. That’s true of all fighting games. A good player will be smarter and better than you. They will also have more experience and know more than you. You’re going to get steamrolled if you can’t match them.

      Fighting games aren’t just played between friends in living rooms and at arcades anymore. We’re much more aware of high-level play due to the internet and we feel as though we’ll never be that good. But high-level play exists in all fighting games, past and present. We just weren’t aware back then and games seemed accessible because of this. We felt good when we beat our friends and we could be the best in our bubble. But now the bubble has expanded globally and we’re aware of where we really stand in terms of skill.

      • raptornx01

        I’m not talking about facing skilled players. that’s a problem that is faced in any online game (though it can be mitigated through the use of matchmaking/ranking system to pair up players of similar skill. harder to do with fighters, but still doable). I’m refering to the gameplay itself. to controls.

        The issue is that as fighters have evolved they they have been more and more geared toward hardcore, competitive players. Where, simple, basic moves that in older game could be done with a simple button press, or direction + button, now require more complex combinations of buttons and directions to accomplish the same move. (compare Mortal Kombat’s upper cuts to more modern launchers for example)

        In skullgirls there are basic moves, even in the tutorials, that are virtually impossible for regular players to execute. This is true of alot of fighters, mainly do to tekken’s growing popularity as time went on. There should never be any move that a player shouldn’t be able to accomplish. skill should come from timing and using the right moves, combos, reading other players, etc, not from actually being able to pull them off.

        • JELIFISH19

          But Skullgirls doesn’t have anything more difficult than standard fighting game moves that have been around for over 20 years. The moves are quarter circles, charge moves, SRK motions, and 360s for grabs. And MK uppercuts are just c.hp. Do c.hp with Valentine, Cerebella, Ms. Fortune, Parasoul and you have your uppercut which are also launchers. There are much more difficult moves in MK like Kano’s cannonball. The difference is that you were content with just doing MK uppercuts and sweeps because you didn’t know any better.

          MK has some difficult things but we never knew about them because the game never grew. Almost every character has 100% combos but most people didn’t know about them until people put the combos on Youtube. If Youtube and sites like SRK and EH were available in ’92, these 100% combos would be a lot more common. Suddenly, the average joe wouldn’t be content with uppercuts and sweeps anymore because he’s losing all of the time. And then the game is no longer accessible because he can’t do what the better players are doing. Tekken isn’t responsible for making games more difficult. They were always difficult and we just weren’t aware. Tekken just had a movelist that showed how deep the game can be. Other games just hid their depth well.

          • raptornx01

            I could do all the moves for every character in MK (and this is with a D pad as I never had a stick). The same went for Killer Instinct. That wasn’t the issue.

          • JELIFISH19

            That’s just a language thing though. It’s easier to write and understand “c.hp” than “hold down and press hp.” This is true especially when talking about combo notation. And the Skullgirls tutorial even explains the notation in the tutorial so you would know what c.hp if you go through it and pay attention. And Skullgirls has a great tutorial for introducing players into how to play all fighting games.

          • raptornx01

            Don’t remember seeing that. tho I was using the console version.

            Down.hp or even D.hp makes more sense though.

            the best being ⇩.hp

          • JELIFISH19

            c.hp is better because it actually says what position you should be in. There’s also j.dHP. When you’re reading the notation for a combo that involves jumping, D.hp doesn’t necessarily say if you’re on the ground or in the air. C.hp is always on the ground so it’s clear that you have to land before doing that input.

          • Cellsai

            I’m just gonna hop in here.

            If you could do all the moves in Killer Instinct, you can do every move in Skullgirls aside from Cerebella’s 360 grab (and supers, but those are just regular inputs followed by two buttons at the same time instead of 1).
            KI actually had some more complicated inputs because they required you to hold a punch button, do a series of directional inputs, then release the button.

            Marvel vs Capcom 3 has one button launchers, Street Fighter x Tekken has launchers with 2 buttons, Skullgirls and MvC2 launchers are the same as MK (except they’re not all on down and strong punch for every character. Sometimes they’re down and strong kick or down and medium punch, etc)

            One thing KI DID do much easier was combos, which strung together a lot easier and you could mash them out without knowing much.
            Another thing that makes MK and KI easier than all of my examples above is that it’s a strictly 1v1 game. The above all allow you to pick more than one character at the same time, so of course a mechanic like that will add more layers of complexity.

            Games like MK9, Killer Instinct 3, Yatagarasu, Injustice and Street Fighter 4 are all modern examples of games more similar to the ones you seem to prefer.

            For the record, I 100% know how difficult fighters are to learn. I often spend my time staffing anime conventions helping new players that have never touched a fighter before (and teaching my girlfriend at home), but for the most part that execution barrier has ALWAYS been there – you just didn’t notice because you were younger and were happy to just mash around with your friends, who also didn’t know better.

        • CamTSB

          “In skullgirls there are basic moves, even in the tutorials, that are virtually impossible for regular players to execute.”

          Do you mind if I actually ask you what you might be referring to here? I’m trying to get a good understanding of what is considered too complex for some people. Things like the modern street fighters with double quarter circle/double half circle/720 motion inputs definitely make a lot of sense when it comes to being complex, but Skullgirls is usually pretty good about keeping the complexity of directional and button inputs to a pretty low level, so it would be nice to hear what you yourself consider to be “virtually impossible”.

    • Mista X

      Skullgirls is incredibly accressible for the average gamer. Simplified inputs, extremely lenient buffer, undizzy meter to limit combo length, and a great tutorial for beginners.

      The real problem is, fighting games aren’t as popular as genres like FPSs. ANY game takes practice to get good at, but if you have familiarity with a genre you can pick new games up much quicker. But since most people don’t have the exposure or experience with FGs, they have a hard time getting into games like Skullgirls.

      And there is no way to get around that besides making even better tutorials and emphasizing the fact that you need to PRACTICE to get good and stay good. The training mode is there for a reason! Learn how to utilize all it’s options and put it to your advantage.

  • Seuya Oniell

    Well now that you guys are a official game company would be cool if Hasbro would allow you guys to use some of their characters as add-ons for stretch goals like special character unlocks.

    • http://www.gamnesia.com/ William VanZant

      Bro, it’s not happening. They no longer have any (ahem) afiiliation with Hasbro or the Friendship is Magic license. The more people chain them to their prior projects, the more creatively restricted they will feel. If you want Fighting is Magic, play the Tribute Edition. If you want to see what Mane6 has in store, stick here at this website. Magical things can happen when you just relax and enjoy the ride.

  • Benschachar

    At the very least you all already have an engine for your game.

  • Thistlehart

    I’mma start saving up to chuck some dosh your way when that crowdfund goes up. I want to see this game happen!

  • Simon Muñoz

    Wow, I hope yours gets Lucky

  • Keon Misterr

    Yeah take your time with the crowd-fund. You’ve got one chance to impress with these things. I’d hate to see this go the way of “The Chainsaw Incident.” Those guys thought they could get money out of people by just showing off pretty art and not much else. Wait until you have some solid gameplay worked out that shows clearly the direction your taking the game.

    Good or bad I owe my discovery of the ponyfandom to you guys, since I’m from the FGC, and Fighting is Magic, introduced me to them. Anyway I’ll be backing this for sure, I already love the deer, and can’t wait to see the other characters.

  • Zainx10

    Awesome news!, I look forward to the crowdfund.

  • Cute Boy Horse

    Don’t feature creep yourself to death

    • Jay Wright

      Yeah that’s something we are wary of :) Not everything we want can be included at first, but a lot of that relies on how much support we get!

  • Tony Yotes

    I can’t believe it. This team’s story is making Mane6 my favorite game development team. The excitement, technicality, and passion in the Fighting is Magic Livestreams inspired me to become a game developer myself. I’ve never been happier after making that career choice.

    This is going to be the first time I ever back a game’s crowdfunding. If anyone deserves a shot at making it big, it’s you guys. I can’t wait to watch you conquer the world.

  • http://firestormdangerdash.deviantart.com/ Firestorm

    Just remember. Consoles. I love me some fighting on consoles. ;)

    • RedDire

      It’s nice that indies are more supported this gen.

  • Pyritie

    Thanks, doc

  • inum76

    Looks good so far. Glad to know that Lauren in backing this with her talent. Not sure what you are using to make this on. I just got done looking over Unity’s 2D sprite game tools, in the new ver 4.3.4. As far in as you are with this project I am sure you would not wont to change from your current development methods. I would not rule out the free Unity just to look and see if you like it. Maybe it may help speed things up and make it easier in the long run. Just a suggestion. ^.^
    Looking forward to seeing what this teem will come up with now that it is established and legal.

    I will check back from time to time to see what is new! And in time make a pledge when all that is ironed out. ^.^ I have played the Tribute Edition, a very hard game! Even with a controller I get defeated. Wonder how hard this one will turn out. Guess I will find out when I get to play it. ^.^

    • Jay Wright

      We are using the engine developed for labzero’s Skullgirls game. There are a few reasons for this, the main one being that we know 100% that it can be used to make a great 2D fighting game! By coincidence, that is what we’re trying to make :)

  • Cronnicossy

    Here’s to hoping you took my “Custom Palletes” idea as a Pledge Goal. If it’s a thing, expect my money for a Yang Color. Or May. Or Taokaka.

    Lookin’ foward to more.

    • CamTSB

      Pfft. Yang Alt 2 colour 10 is best Yang colour.

      (no hate, just opinions)

      • Cellsai

        I hate your opinions.

        • CamTSB

          And that’s why they are opinions! :D

  • Jristz

    So now you’re Mane6, inc; or mane6, inc; (Case sensitivity)

  • darkpsito

    stupid question, very stupid question :D
    is a pledge goal make a “web show”? =)

    • Tupek

      I would love to work with them creating a TV show with these cute deers.

  • https://plus.google.com/u/0/100417186574186209600/about Dr Jones

    So gloriously random.

  • Falfare

    Anything on the control schemes yet guys? I’m just wishing it’s gamepad based (PS and Xbox ones) rather than arcade-based

    • JELIFISH19

      What’s the difference?

      • Falfare

        Just look at what an arcade controller looks like, six button for all main attacks (things that aren’t grabs or else) is too much for me

        • JELIFISH19

          Controllers have 8 buttons and they’ve had 6 for since SNES and Genesis days. But the original game had 4 buttons so I wouldn’t worry too much.

          • CamTSB

            I believe the problem Falfare is concerned with is the fact that 1st party controllers don’t have 6-8 face buttons, and only controllers that are built for fighting games (ie: Fightsticks and fightpads) have a layout that makes sense for things like Street Fighter and Skullgirls, since there are 3 strengths of punches and kicks.

  • Caucophony

    Nice to hear you guys aren’t dead. Are you still working with Lauren?

    • http://www.mane6.com/ ManeSix DevTeam

      yep.

      • Caucophony

        Good to hear. I’m still interested in the game, and hope that you guys still have a speedy character that can fly, and is at least 20% cooler.

  • Catherine Fox

    I’m so pumped for this game! I can’t wait to see the future of Mane6

  • Kyle Keezer

    As far as funding goes would crowd funding through Patreon be a viable option for support? Its much like indiegogo and kickstarter however instead of a single one time payment its a continual payment per month or per content.

  • David

    Well, thanks for the heads-up. I will continue to wait patiently and check for status updates from time to time. I’m still interested in the finished product, but not passionate enough to bother you about it constantly. Have a great summer, and keep up the good work.

  • Anon

    Can’t wait to see the result of all this. Still happy that RC is making the music, I still listen the the 4 tracks he made for the regretted FIMagic game.

  • http://www.gamnesia.com/ William VanZant

    This is exciting stuff! Still hoping that you guys can scramble together an email newsletter (found out about this post 15 days after it was posted), but other than that… so far, so good! I understand the choice to go with IndieGoGo, but the exposure of Kickstarter seems like it would outweigh the advantages – but what do I know, I’ve never run a crowdfunding campaign! I have some things I need to ask you guys about, but I’ll get in contact with you via email when it comes in that regard. Cheers!

    • http://www.mane6.com/ ManeSix DevTeam

      We’ve been hitting a few walls with newsletters. Unlike blogger, which handled that bit without our intervention automatically, we now have to set up the system ourselves, and the options we’ve got available via our new hosting are limited in rather annoying ways: They’re SUPER paranoid about people using their newsletter system for spam, even if we have a double confirmation check installed, and have some rather restrictive max-deliveries and max-recipients caps.

      We’re still looking into more options there. Our attention got diverted into legalese stuff for a while there, but we’re now back into getting stuff set up.

      • http://www.gamnesia.com/ William VanZant

        Cool, cool. Always good to hear news from this project. Anyways, back to figuring out how to work with Python.

  • BashLiveCupcakes

    I’ve been wondering… Are you going to sell the game now that you have your own characters?

    • http://www.mane6.com/ ManeSix DevTeam

      Part of the plan, yes.

  • SonghackerMLP

    Oh good, I haven’t missed the fun yet! Unfortunately, I’m once again on a super-limited time frame until some undisclosable time in the future as far as being able to contribute. I’m assuming it’s not possible to just (somewhat) blindly provide money yet?

    • http://www.mane6.com/ ManeSix DevTeam

      Alas!, Isn’t as easy as that :(

  • dragonmorpheus1

    Probably should’ve mentioned this when this was first posted, but for a while, my interest in this project kinda waned, until I became indifferent to it.

    For some strange reason, this update actually rekindled my interest.

  • BurningToast12

    Wait, Now That You Guys Are .inc, Does That Means Your Games Wont Be Free? ;_;

  • Filippo Rodeo

    I might be late to the party, but I just wanted to say one thing.
    From what I’ve seen so far, I like your game better now than when it was a MLP fanproject. Your character designs are extremely interesting!!

  • James Glass

    Journey on great adventurers!