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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.
Features:
0 comments by Ionising on May 15th, 2013
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
@MrGame64 G'night!
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
if the game has released we must buy or free?
It will be available for a very modest fee after release (although if you pick it up during our alpha funding you'll get it for even less) to support further development and allows me to add more and more content to the game :)
Sounds fair, games design takes up so much time and effort. I would be happy to reward the effort.
Are you guys planning on releasing an alpha version, like the alphafunding program on Desura? If so how much will it be? I can't wait to try this ;)
In a word, yes :)! I'm currently figuring out the best way of doing this, but I think what I'd like is to get all the core mechanics functional (which we are close to) and then follow the example of Minecraft and open up a reduced price alpha to pay for further development.
There is a huge amount that I'd like to add to the game like day/night cycles (which again could vary between generated worlds), weather, world physics, more things to build, more loot variations, more enemy facility types, even bigger worlds, many more enemy types etc etc... so I really hope we can sell enough copies to make that possible!
Well thanks for the info and you can consider already that you "sold" atleast one copy to me, even though the game isn't avaiable yet. I can't wait to see this happening! XCOM mixed with DF is just wow, thank you for coming up with this idea! xD
Hmm a Xcom and DF mix... Wery interesting, my top fav. games and made in iso... Can be a great project. I will track it, and I hope u will be open for trackers opinions. Thub up :)
Thanks a lot Zollec, opinions and suggestions are always appreciated! :)
Cool! It's one big expansive world rather than lots of smaller incremental levels.
GREAT!!! i loved the original X-com and i love dwarf fortress!!! the fact that its one huge world just puts the icing on the cake :D