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 landscape containing mountains and waterways. "May the odds be ever in your favor!" :)

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Report RSS Hunger Games - Tribute Heights (view original)
Hunger Games - Tribute Heights
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Cruiser1 Author
Cruiser1

This picture also introduces a Day counter on the status line, so you can easily see not just the turn count, but how many day/night cycles have passed so far. You can also see new bitmap textures in the background for trees, cactus, mountains, brick walls, and launch platforms. :)

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Guest
Guest

The day counter is actually a really neat feature. It'll help getting down more realistic length for day/night cycles. (You can't even get to the Cornucopia before sundown in the ultimate arena! Not that you should be going there anyways..)

Will height have any effect on gameplay? Have you considered adding a barebones version of the stats system we suggested? Those would all be neat features that could be added in the next version :)


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Cruiser1 Author
Cruiser1

I've found the day counter useful. :) It's easy to see that a game lasted "9 days" instead of trying to parse what "turn 1750" means in terms of days (which may vary depending on how long the days and nights have been set to).

Height has a minor effect on gameplay. It affects how much you climb each turn (since you climb a distance equal to your height). That means a tall person has an advantage if chasing a short person up a tree (since the short person climbs slower, and the tall person can reach higher when attacking).

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littlefoot876
littlefoot876

Are there any other new customization settings coming with this next update?

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Cruiser1 Author
Cruiser1

Yes! :) For example, there are new mutt specific settings that make gameplay different. You can set whether mutts can swim or climb trees. You can set mutt health separate from tribute health (so you can have supermutts with 100 hp running around when tributes are still limited to 10 hp). You can even have dead tributes immediately rise as new mutts, which allows creating zombie apocalypse scenarios. :)

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Guest
Guest

I just noticed how far Marvel and Rue are apart. Does this mean you added knockback damage too?

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Cruiser1 Author
Cruiser1

No, there's no knockback taking place here, although I have considered adding a "shove" type attack that can push enemies away from you (such as out of a tree, or into deep water or a forcefield). What happened here is on Marvel's turn he attacked Rue, and then on Rue's turn (D11 moving after D1) she wisely stepped away from him. After everybody moved, turn order went to the Audience, at which point I maneuvered the camera to take this screenshot.

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DaedalusHGFan
DaedalusHGFan

When can we download the update because I can't wait and it is haste a year after the last downloadable update.

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Cruiser1 Author
Cruiser1

Thank you for your interest! :) Version 3.1 came out on June 2, 2015, which was indeed 12 months ago. Of course, it was 11 months between versions 2.5 and 3.0, and 9 months between 3.0 and 3.1, so 12 months isn't too different. It will be another month or two before version 3.2 is finished. Hopefully it will be worth the wait! :)

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DaedalusHGFan
DaedalusHGFan

If it is as awesome as on the screenshots it is more than worth the wait.

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Guest
Guest

Are you at some point going to add something like Thirst ? Since we have Hunger anyway...

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Guest
Guest

Also, an idea, even if it probably might make the game hard and all... Why not remove the ability to see which berries are normal and which are nightlock just by picking them up/walking on them. Maybe give some other way to figure it out or something instead. Like give only SOME districts the ability to tell the difference between them ? Because there is no way ALL tributes can figure out which berries are normal and which are nightlock. That would of course make it (probably) quite hard but at least you will need to pay attention to things just so you wouldn't accidently eat them.

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Cruiser1 Author
Cruiser1

Yes, presently all tributes aced plant identification in training, and will never eat Nightlock berries (unless they're trying to suicide at the end). Indeed, some Districts should be better at identifying plants, or plant identification should be an option if tribute customization is added. If an AI tribute can't identify berries, it will probably always ignore them (unless starving and about to die) because the gamble isn't worth it. That tribute would then have less food available in the wild, similar to how D11 already gets more food from the wild, since it gets +50% food from Berries.

Some people have customized the game to make Nightlock harder to recognize, by making both Nightlock and normal Berries appear as "Berries" in the inventory. Somebody did that in this video: Youtube.com Even in the normal game, people sometimes misidentify and eat Nightlock, as seen in this video: Youtube.com

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Cruiser1 Author
Cruiser1

I've considered having thirst in addition to hunger, but haven't added it yet because it would require adding other features at the same time. Some existing items like Berries are already mostly liquid, so they'd apply to thirst as well as hunger. Needing to drink means you should be able to drink from water squares, which suggests a "drink" command. Not all water may be safe to drink, which suggests being able to tell the difference, being able to purify water through boiling (which means being able to start fires) and so on. In summary the existing "Food" counter is really more "Energy", since it covers both food and water.

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crazedgunman502
crazedgunman502

Weird, while playing I found a mutt that was as flat as a pancake!

Is this intended? Definitely caught me by surprise!

I.sli.mg

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Cruiser1 Author
Cruiser1

Did you accidentally change the new "mutt height" setting? That's character ")" in the ";" key "all settings" command. If you enter ")0" then Mutts will be 0 inches tall, and look the way they are in your screenshot. Very short Mutts can make for interesting gameplay, since they're more hidden and can sneak up on you! :)

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Description

Version 3.2 allows changing how tall tributes are. Tributes have randomized heights, and you can customize them as with hairstyle. In this reproduction of the 74th Hunger Games, Marvel is 6'3", and Rue is 4'8", just like in the movie. :)

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