An accurate simulation of "The Hunger Games". You're a tribute, fighting intelligent AI in a "battle royal" to be the last person standing. Inspired by the novels by Suzanne Collins and the movies by Lionsgate Films. This is a turned based combat game in 1st person perspective, with Roguelike elements. The randomly generated arenas feature a central "Cornucopia" filled with melee and ranged weapons along with food and other gear, surrounded by wilderness in which one can hide or forage. You may form alliances with the other tributes, and backstab or be backstabbed by your allies. In the preview image (from a special "Audience" standpoint) you can see the semicircle of 24 tributes on their platforms, the central golden Cornucopia, gear in front of and within it, and surrounding forest containing mountains and waterways. "May the odds be ever in your favor!" :)

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The new version 3.1 of the Hunger Games Simulation is downloadable here, and includes the following additions over the previous version 3.0 that was released in September 2014:

  • New Arenas: Play in tropical island arenas, ruined city arenas, and even compose your own custom arena bitmaps (sample arena of the 12 Districts included). Beware the moving firewall of lava that forces remaining tributes together.
  • New Actions: New commands to propose an alliance (which may or may not be accepted), and free fellow tributes from Nets. New map which only shows other tribute locations. Net objects can be set on the ground as traps.
  • New Visuals: Movie of each day's fallen tributes is projected into the sky at night. Your movement in game smoothly animates showing intermediate frames. Tribute graphics show item worn when looking at them. Nine times as many chat responses, depending on personality and relative strength.
  • New Settings: 26 new options for customizing the play environment, such as number of Mutts and when they're released into the arena, difficulty levels that don't indicate who died when the cannon fires, and option to automatically give tributes random District appropriate names.


The Hunger Games Simulation: Version 3.0 Released

The Hunger Games Simulation: Version 3.0 Released

News 2 comments

A new version of the Hunger Games Simulation has been released, featuring new landscapes (such as clock arenas), actions (such as destroying items), gear...

The Hunger Games Simulation: Version 2.5 Released

The Hunger Games Simulation: Version 2.5 Released

News 0 comments

A new version of the Hunger Games Simulation has been released, featuring new landscapes (such as mountains and swamps), actions (such as climbing trees...

You don't have to be a tribute in "The Hunger Games"

You don't have to be a tribute in "The Hunger Games"

Feature 1 comment

The Hunger Games Simulation features an option to play as the "Audience". This mode allows you to act as a Gamemaker or sponsor.

Interesting ways to modify "The Hunger Games"

Interesting ways to modify "The Hunger Games"

Client Side Coding Tutorial 3 comments

The command line in the Hunger Games Simulation can be used to change settings beyond that allowed in the standard interface, allowing pre-game alliances...

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Hunger Games Simulation (Daedalus 3.1)

Hunger Games Simulation (Daedalus 3.1)

Full Version 68 comments

An accurate simulation of "The Hunger Games". You're a tribute, fighting intelligent AI in a "battle royal" to be the last person standing. Inspired by...

Hunger Games Simulation (Daedalus 3.0)

Hunger Games Simulation (Daedalus 3.0)

Full Version 9 comments

This is an older release: You probably want to download the latest version 3.1 instead.

Hunger Games Simulation (Daedalus 2.5)

Hunger Games Simulation (Daedalus 2.5)

Full Version 10 comments

This is an older release: You probably want to download the latest version 3.1 instead.

Hunger Games Simulation (Daedalus 2.4)

Hunger Games Simulation (Daedalus 2.4)

Full Version 1 comment

This is an older release: You probably want to download the latest version 3.1 instead.

Comments  (0 - 10 of 774)
DaedalusHGFan
DaedalusHGFan

Yeah I was thinking more of a kind of video.

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Cruiser1 Creator
Cruiser1

I'll see what I can do, although my time might be better spent actually finishing the next version, so then everybody can see and interact with the gameplay themselves. :) I did notice somebody recently created a new video (although of the current version): Youtube.com

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DaedalusHGFan
DaedalusHGFan

I know Im a bit impatient but may we see some gameplay of the new version?

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Cruiser1 Creator
Cruiser1

The first four screenshots here are all showing features from the new yet-to-be-released version: Indiedb.com - Were you thinking of something more like a video? :)

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DaedalusHGFan
DaedalusHGFan

I have a question when I play I can go 1 way without hitting a forcefield the only thing that happens is that I pass the cornucopia again and again. Is there a way to fix this?

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Cruiser1 Creator
Cruiser1

This is a feature, not a bug. :) One of the game settings is for the arena edge to wrap around, as described in this screenshot: Indiedb.com - It's actually an interesting feature of the Daedalus engine that such an environment is possible in the first place. However, if you don't want wraparound arenas, you can indeed turn them off. :) In the ";" key All Settings command, enter "E0" so the arena edge is always an invisible forcefield. Just don't enter "E4" (which is the wraparound edge) or "E5" (which selects randomly, which may be the wraparound arena). For details see setting "E" on this page: Astrolog.org

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hectorpereira397
hectorpereira397

Is this game still being worked on?

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Cruiser1 Creator
Cruiser1

Yes, see the newest four pictures in the "Images" section for screenshots of features that will be in the next version: Indiedb.com :)

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crazedgunman502
crazedgunman502

One suggestion I've been wanting since 2.5 are backpacks and crates. I have a really good idea on how they can work.

For starters, backpacks. Backpacks of many sizes and colors can be found at the cornucopia. Backpacks are a unique item and therefore should be given a unique color. Dark grey or just any grey tint. I do not believe any "tokens" in the game share that color yet, so I think it would be great. Plus, some of the crates at the 74th hg's bloodbath Historymaniacmegan.files.wordpress.com are grey. I would suggest black but obviously that can't be used since the outlines are black :)

Backpacks behave like normal items; they appear as flat 2D tokens on the ground with a grey color, and backpack/crate icons. When you hover over a backpack, pressing pick up or F5 once will pick up the backpack. The backpack will then appear in your inventory. When you pop open your inventory menu, and select the backpack, another menu like the inventory screen with 9 additonal slots just like your normal inventory. This number can be adjusted. Inside will be randomly selected items, from near useless (brick) to amazing (health kit or tier 5 weapon). From there, you can store items in the backpack by pressing the BACKPACK key (you choose). A menu at the top will appear that will ask "store which item in your backpack" then just select the item you want to store and it will automatically be stored in your backpack. You can have a second similar key to REMOVE items from your backpack, in case you want to get rid of it for some crazy reason.

Crates are my second suggestion. Crates will appear as a 3d block slightly protruding off the ground. When you run into a crate, you attempt to open it. It may take 1 turn, 5 turns, or 10 turns. Opening a crate is incredibly risky for obvious reasons, but the goods you may receive are worth it! When you successfully run into it enough times, the crate pops open and the crate tile is removed. Random items are showered (or slide) to adjacent tiles.

continuing post in response

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crazedgunman502
crazedgunman502

So why add these items? They seem to serve no purpose.

I personally like a challenging experience. This means limited (2 or 3) inventory slots, none of the cheating features, etc. Why do I mention this? Well, if you choose to limit your inventory slots then you have no way of expanding them. With a backpack, you can retain your 2 or 3 inventory slot restriction but in a realistic fashion. Suddenly, a backpack is necessary for your survival otherwise you can't hold all your weapons, food, etc.

I also thought of a better idea. You can't use items in your backpack. To use them, you first have to take them out. To take them out, you use the TAKE OUT button and select with item you want to take out. Then it returns to your inventory if you have space, otherwise you can't move it. This is better than the REMOVE function I suggested earlier.

Backpacks and crates are also more realistic. In the movies/books, crates and backpacks litter the cornucopia. They are everywhere. The only weapons scattered on the ground are spears lodged between the crates. All the guaranteed weapons are stockpiled at the mouth. This means that unless you journey to the mouth of the cornucopia; you can't really guarantee you will receive a weapon.

This also allows for more diversity. You can edit the crates to spawn everywhere on the map, allowing a "survival games" styled gameplay where loot is everywhere. This is boring to me though, but for some people is more fun.

Crates and backpacks can appear alongside gear at the cornucopia too. However, the amount of items may have to be adjusted slightly to compensate as crates/backpacks carry more than one item.

I also suggested this because I want a backpack full of arrows to simulate a quiver. I NEVER have enough inventory space to deal a reasonable amount of damage with a bow without getting lucky. Simulate the draw of a bow by 1. removing arrow from backpack 2. firing. This takes 2 turns, but you carry more ammo.

That's my thoughts. It doesn't sound crazy to add; I can picture the menus and with whatever programming language deadalus seems to use (sorry, i can't recognize it. I believe it's custom) it seems to be very possible. Of course, it doesn't have to exactly be this way but that's just how I imagined it.

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Cruiser1 Creator
Cruiser1

Thank you for your detailed thoughts in this area! :) The Hunger Games Simulation is indeed implemented in the custom Daedalus scripting language: Astrolog.org

The backpacks you describe are very similar to how they're implemented in the game Nethack, in that it's a separate inventory list that you can move items into or out of. Backpacks are a wearable item, so their icon should probably be yellow to be like helmet/armor/goggles/parachute.

Another way to implement quivers for Arrows is to allow small items (like Arrows, Darts, and Rocks) to combine in the same inventory slot. You then have "A: 5 Arrows" instead of "A: An Arrow; B: An Arrow; etc". Picking up increments the single slot, and throwing one decrements it. Currently Arrows are semi-balanced even though you can't hold many, since they do 5 damage, and are as effective as having a bunch of Tridents (minus one inventory slot for the Bow, but with the advantage of most enemies not able to pick up the Arrow and shoot it back at you).

A way to implement crates is similar to when you're trapped in a Net. Each create has a certain number of hp, and you attack it until you break it open. Beyond that they're indeed like trees/mountains/walls/cornucopia on the ground, except you can always attack it. Crates don't have to be limited to items, and may be trapped too: Opening them could also have a chance to release a mutt, tracker jackers, throw a Net around you, or shock you like running into a forcefield. :)

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Hunger Games Simulation (Daedalus)
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Astrolog
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Daedalus
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Highest Rated (3 agree) 10/10

The game follows the Hunger Games right to the tee. Everything that a perfect Hunger Games must have is in this simulation. 10/10

Oct 28 2013 by ScariestAuto12

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