Isomer is an isometric realtime strategy game with world exploration and survival elements, where the player controls alien forces hell-bent on conquering human worlds for their resources.
The worlds are large, teeming with catacombs and life, procedurally generated with gameplay inspired by classic XCOM and dwarf fortress style games. Each play through is unique presenting different challenges and requiring different tactics.
As anyone who has visited or voted (thanks! ) the previous thread will know already, Biomes are now in Isomer.
After careful tweaking of the random distribution code (for those interested, Isomer uses different forms of Perlin noise for a number of things like world features and shape) and pouring over many outputs from a variety of seeds and parameters from my noise visualiser test application (below) to get the right world construction, I finally arrived at a good mixture of world types.
Each generated world still have a main type (e.g. temperate, arctic or desert) but now can have a number of different biomes mixed throughout. Here is what is looks like:
Different biomes don't just serve as a visual distinction to parts of the world. Various biomes have varying amounts of resources, for example - rare mineral resources (light blue crystal blocks) are found in much larger concentrations in frozen biomes than in deserts where they are very rare. Similarly the rate of growth of biomass plants varies between biomes with reduced growth rates in the arctic areas and massively reduced in desert areas.
Also changed is the frequency of all resources types through the biomes. Instead of being frequently occurring in individual blocks, resources are now more scattered but occurring in veins of several blocks. The deeper the resource vein, the greater the distance it will stretch.
Latest tweets from @ionisingsw
@GamesShed you can't fault his taste in retro consoles!
6hours 34mins ago
6hours 35mins ago
@dougalicious I'm sure there's an interesting discussion to be had here on the psychology of players and associations with world objects
6hours 35mins ago
@dougalicious it's a balancing act between using a more usual but overused colour vs doing something different and risk jarring the player
6hours 36mins ago
@Mythalore oh just reread, checking will work. Seems like needless work though? Why not just start at 0 and count upwards
8hours 20mins ago
@Mythalore that seems risky - what about ID collisions? Unlikely, but not impossible, sounds like a crash waiting to happen. ;-)
8hours 21mins ago
@Mythalore and why don't you use sequential identifiers? :-)
8hours 54mins ago
@Mythalore how do you generate each ID?
8hours 55mins ago
@SudoRossy oh I seemingly am quite good at blocking things out. My girlfriend bailed to go to a EV party. I'm watching a transformers movie
9hours 1min ago
Finally beat FTL on normal tonight
9hours 2mins ago