$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
A small company from Russia is building a beautiful online survival game One Life, which only let’s you die once. Once you die it’s game over and you can delete the project!
One Life has a long development history. The guys from the Russian game studio Kefir Games have been working on this project for quite some time. It was conceived as a simple online shooter, inspired by Contract Wars. Later the whole concept has evolved greatly into a super hardcore experience, where you can only die once.
We’ve contacted the developers and had a short talk with One Life project manager Pavel Ustyuzhanin.
About the Choice of the Engine
We’re using Unity to build the game. We’ve got an amazing experience working with this technology. It provides us with a number of tools, which allow us to create all the incredible things we want to build. We want to create a great atmosphere and achieve an amazing level of quality. Unity is great for doing that.
One Life Mechanic
If you you in our game, you die. There’s no checkpoint, no respawn. You can’t play if you die. Just delete the game. It’s a brave idea and most of the people just don’t believe us. It actually a pretty straightforward process.
So you buy the game and you basically live in it. When you die, your account is deactivated and it will never work again. Is cruel? Yes, it’s pretty cruel. Most likely your virtual life in our game is going to be pretty short, but it’s going to be remarkably memorable. This is a hardcore kind of entertainment for very competitive and keen gamers. This is really an extreme project, which is a great product for gamers, looking to get some great adrenaline. However, if you pick up the right tactics you can play for months. It’s up to you.
The Switch From Online Shooter To Hardcore Survival
This is not our first game. We’re always looking for new bring emotions, trying to make the game mechanics truly unique. In the beginning this project was known as Cyclop. it was just a simple online shooter with beautiful visuals. We tried to find a way to spice it all up a little bit. Our team played through a bunch of different shooters, thought about different mechanics and finally settled on the concept of one life. It was a very interesting decision with guaranteed absolutely unique emotions. This way we try to change the whole idea of this genre. In our game, your life really matters.