Latest News
August 22, 2006
Final Demo Video
See a video of our apalling final demo at CalIT2.
The link to the full article is here.


Real Player (14:16)


June 14, 2006
Epilogue


Game download: The Petals of Pandora (100MB)
Requirements: Windows XP, DirectX 9, shader-enabled graphics card

Check out reflections about the course in our final report.


June 07, 2006
Final Game Demo
Final Game Demo

Friday, June 9
4-5:30pm
CalIT2 Main Auditorium





Screenshots updated with 42 new pictures!
We've also a new gameplay video!
Gameplay (8:41)

31.4MB

You will need an ogg player such as VideoLAN to view it.
Or if you prefer, you can download the .avi version (172MB).


May 26, 2006
Bump Mapping and Specular Mapping

Specular mapping is applied to his back to highlight the texture on the bricks
and make his skin look more rough and leathery.
His fists have bump mapping applied to give them that stony appearance.
All the sharper to grind bones with :D


May 24, 2006
Variation Beta


May 23, 2006
Prototyping
Here's a shot of our prototyping interface:


Armageddon



May 22, 2006
"Last Impression" filter

I believe your love
I believe your dream
So far away


This filter uses HDR, bloom, desaturate, contrast, tint, and fog.


May 22, 2006
Light-Scattering "Fairy" Shader

The fairy shader creates the whitish shade along her silouhette. The technique is also used to simulate cloth materials like velvet.


May 21, 2006
Hallucinogen Filter

If a tree falls in the forest and no one hears it, does it make a sound? The Hallucinogen Filter is a combination of desaturation, contrast, HDR, and bloom.


May 16, 2006
Santa Clause paid us a visit!

Dayyyyyaaamn that's some hot stuff (I didn't realize this guy was so pro!) - Colossus Texture by the very talented "softdistortion" (I'mma get his name!) from cgtalk.com


May 15, 2006
Thunder & Lightning

All that static electricity from her hair's gotta go somewhere..

Crystal by Lani


May 05, 2006
Quad damage

no rush, good game


May 04, 2006
My Justice



May 03, 2006
Rentogen



May 02, 2006
Concept Art

Keyes concept by Larry Quach

Rebecca fanart by Heroine

Thanks to Larry again for the amazing concept art. We're also thrilled to see the anime-style of Rebecca! Keep em coming :D


April 29, 2006
Hope's Claw

Grapple onto mountains and players, and swing around them.


April 28, 2006
Raystorm and The Big Bad Wolf

He can play fetch in the planned sequel to the game.



April 24, 2006
Supporting roles

Apocalypse Machine by Larry Quach

Brad Thompson by Nelson Dou


April 20, 2006
Am I too fat?

Rebecca Mills


April 20, 2006
Suzuran (Lily of the Valley)


April 19, 2006
Dodge this

"You sure know how to throw a party. No food, no drinks, and the only babe just left."



Implemented basic AI across the network. Bots are treated just like normal characters. Swords interact with all players and apply push-back. Also fixed that network jitter.

I put my DirectX reference in the cupboards to help out anyone struggling. It's called "Programming Role Playing Games with DirectX". The 800 pages cover everything so please have a look if you need help and put the book back when you're done.

April 17, 2006
Limit break

哀れだな…あんたは何も解っていない……大切じゃないものなんかない! -- cloud strife
(Pitiful... You understand nothing. There's nothing that I don't love!)



Implemented throwing swords with collision detection. Also put in a lock-on target mode with slow-motion and motion-blur. The camera is now collidable with the terrain and is loose about the player.

April 15, 2006
Party up

"There's a dragon behind you!"
"C'mon, I'm not falling for that..."


Integrated graphics with network and physics engine.

April 14, 2006
Dialogue overlays
Rebecca's monologue


What Rebecca Mills looks like in real life:

We've also implemented Squirrel C++ bindings to allow scripting the entire scene without compiling. And wrapped the physics/collision in a class shared by both client and server to support dead-reckoning. As Rebecca Mills would say, "Oh my--"


April 12, 2006
First Screenshots!
Here are a few screenshots. Booyeah!

These screens were rendered with our custom "WTF Engine" with Ogre3D. We've implemented a variety of techniques such as waving grass with vertex shaders, lens flares and "fireflies" with billboards, and a few full-screen effects. We've also built our own pseudo-HDR effect aka the WTF Effect, which causes bright spots to bleed light out of the screen.
Without WTF Effect
With WTF Effect

Some other full-screen effects include motion blur and a "Time Ripple" distortion effect.
Motion blur
Time Ripple
...and, the Real Cinema mode

On another note, our network and game-engine integration are roughly complete as of this week, as is our collision detection.


April 9, 2006
Character Concept Art



April 07, 2006
Design Spec Up
The design spec is now up!


April 05, 2006
Project launched
Team name: WTF?
Team number: Group #2

Team members:
Shyu, Henrick
Shyu, Patrick
Espiritu Santo, Todd
Nguyen, Huong
Sanglimsuwan, Charles
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