 What's up everybody I'm the Mangus you were awesome and today we're going to be talking about the progress of Project Stamina and their game which is heavily inspired by Gigantic. A bit of backstory Gigantic was a third person mobile like game developed by Motiga that was eventually shut down due to a multitude of corporate problems that had very little to do with the quality of the game. Project Stamina aims to create a game from the ground up with their own intellectual property that will recapture the fun and spirit of Gigantic. The video today is simply a summary of the developer update released by Project Stamina at the end of August. I highly encourage you to check out the full video available on the Project Stamina YouTube page linked in the video description below. If you enjoyed this video please hit that like button and help a man goose out. Project Stamina announced that when the alpha does release it will come in stages. They will not be releasing a fully functioning game as their alpha because that would be a beta. Phase 0 of the alpha will be to test server stability to make sure that they can handle a large number of players before moving on to test other aspects of the game. I like this approach as it allows them to expand and solve issues with alpha testers before making the game available to the general public. They have made massive improvements to the game's UI with a new home screen, game mode selection screen, and a hero gallery that leads into a hero page with a description of abilities. They also showcase the settings menu. They have a new hero selection screen that I find to be reminiscent of the old Golden Axe games which I love. The heroes here do not have their weapons, but that will be added in later. You can see the character model for Akira on this page, however she doesn't have her shaders in place yet. She's a bit smaller than I thought she would be, I don't know why I assumed she would be human sized, you should never assume anything, everybody knows that old saying. I also noticed on the hero gallery that there is an option for a builder. I assumed this pertains to the way abilities will change in Project Stamina's game. If you don't know there was no item shop in Gigantic, instead you had a branching skill tree that would affect the impact of your abilities as you leveled up. They put a lot of work into camera smoothing in order to better recapture the spirit of Gigantic. There is a split second delay in how the camera follows your character when making quick movements adding to the appearance of momentum. This is a massive amount of work put into a very small detail that will greatly enhance the feel of the game. I'm glad they're paying so much attention to doing whatever they can to emulate the experience of playing Gigantic. They've been doing a lot of work with how light sources affect materials, instead of shaders only being affected by the master environment light source, they will now be affected by all light sources within the game. They've also optimized the materials pipeline which will help reduce system requirements. The team has been using an open source rigging tool called M Gear. They have written custom scripts in the system specifically to create solutions unique to their game. The end result is well rigged characters capable of highly detailed and stylized animations. They showed a great example with the animation for guys summoning a minion. He points to a spot then raises the minion. We also gotta look at the minion. While this is only a grayscale model, they did include an example of the visual effects that you can look forward to with this purple flame above the minions head. They are also working on polishing foot animations to make movement look more natural and prevent that stepping on error effect you get with some games. This is a default rig that can be used to test new animations and can be applied to new heroes. Abilities and animations can be developed on the default rig before the character is built and then easily applied to the finished model. Treks talk through some of the programming challenges involved with the creation of the game. It was an interesting discussion but very hard to summarize. I once again encourage you to check out the full video. Basically a problem that started with heroes having the ability to dodge friendly heals led to solutions that could be applied to a number of other aspects of the game. Not only did they solve the problem but they took the time to create tools that could be applied in the future to make the game easier to develop. Everything a designer needs to adjust abilities is available via custom drop down menus, eliminating the need to write or edit code when making balance changes. This seems to be a hallmark of project stamina, taking their time to create systems at the start of development in order to streamline the expansion of the game later on. Not much to be said about hero art other than that I love it. Most of the artist time is currently being devoted to the upcoming launch trailer, however what they did show us was pretty damn cool. It was announced that the name of the game will finally, finally be revealed as part of their launch trailer. I don't have a timeline for when that trailer will release but it will be very soon. I look forward to the trailer as a whole and I'm particularly interested in discovering the name of this game. That's all I have for project stamina for now. Development is trucking along at a great pace but not so fast as to be alarming. They continue to take their time to vote themselves to making things not only work properly but also feel good in the players hands. Moreover they are developing the tools they need to expand the future of the game. Much like with rigging a character, they are taking the time to build a framework for their game. It may look very bare bones now but all of this will come together in the future to create something far greater than the sum of its parts. I do hope you enjoyed the video but for now this is the mangoos signing off. You guys have a good one. MANGOOOOOO