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 novel by Suzanne Collins and the movie 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 the 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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Media RSS Feed Report media Hunger Games - Rolling Hills (view original)
Hunger Games - Rolling Hills
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OsirisGodoftheDead
OsirisGodoftheDead May 31 2014, 11:12am says:

Aw man that's awesome. Much more interesting than flat ground. Next version is gonna rock!

+3 votes     reply to comment
Cruiser1
Cruiser1 May 31 2014, 6:46pm replied:

Also, when you dig (or when a landmine explodes) it leaves a hole in the ground. Dig deep enough and you can hit water. :)

+1 vote     reply to comment
snake200019
snake200019 May 31 2014, 11:17am says:

this looks amazing

+2 votes     reply to comment
Guest
Guest Jun 1 2014, 6:26pm says:

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crazedgunman502
crazedgunman502 Jun 1 2014, 6:27pm says:

Yess! I've always wanted this.

edit: Also, since you can now climb on top of things, will the cornucopia get its roof?

+1 vote     reply to comment
Cruiser1
Cruiser1 Jun 2 2014, 12:40pm replied:

No, this update doesn't give the Cornucopia a roof. There's still a limitation of one tribute per square. Climbing the Cornucopia roof means you might be directly above another tribute inside it. If tributes could be directly above or below each other, there would need to be a way to attack straight up or down, a way to select who to target when attacking forward if two tributes are in a column, what to show for that spot on the 2D map, etc. It could certainly be done, but there's a number of things to work out first. That said, there will be a few new Cornucopia options that the player should appreciate. :)

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Jun 2 2014, 5:21pm replied:

I think you could aim using the [ and ] keys, except without skewing the whole screen, and the projectile fires where you are aiming, instead of aiming for you. You could attack up by just simply looking up, I guess.

Also, will there be options for changing the "intensity" of the mountains? You know, 0 for flat plains, 5 for extremely steep mountains of doom?

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Cruiser1
Cruiser1 Jun 3 2014, 5:47pm replied:

Yes, the new hills are a setting that work exactly like you suggest. :) 0 means completely flat like the existing version (although water will still be a bit lower and launch platforms a bit higher). Larger numbers are increasingly hilly, until you have to worry about taking falling damage if you step off the wrong edge. :)

If detailed aiming were to be added to the game, I could be like a FPS and add mouse-look, so you can just move the mouse to look, rotate, and aim. Right now the mouse doesn't do anything but move or rotate depending on where you click.

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Guest
Guest Jun 4 2014, 3:29pm says:

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crazedgunman502
crazedgunman502 Jun 4 2014, 5:43pm replied:

No thirst meter as of yet. This is a later version of the game that wont be released for a few months. You mean this ~ little button? Hold down shift while your pressing ` and it will give you the wiggly line. You can't climb? Are you sure you are pressing Q and Z when you are next to something climbable? You also cannot climb on top of something just yet, either.

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Cruiser1
Cruiser1 Jun 5 2014, 1:50pm replied:

The water above is the same as the river and lake water already in the current downloadable version 2.5. You can't drink it, but you can swim, drown, and fish in it. The new version has water in lower elevations, instead of just "painted" on a flat plain as we have today. :)

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Guest
Guest Jun 8 2014, 3:18pm says:

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Cruiser1
Cruiser1 Jun 8 2014, 5:51pm replied:

Yes, with Quarter Quell-like games available, it makes sense to call tributes "Male/Female" instead of "Boy/Girl".

There are also three other new changes to the game. Hint: Look closely at the tree textures. :)

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Jun 8 2014, 11:42pm replied:

All I noticed were the tops of the trees are now textured since you can now climb them.

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Cruiser1
Cruiser1 Jun 9 2014, 12:08pm replied:

Actually, the tops of trees are textured in the current version 2.5, which you can see by climbing a tall tree and looking down upon nearby shorter trees.

The main tree textures on their sides have been updated in three subtle ways, which can be seen if you look at them closely, or compare the above to the current version. They're not the photorealistic textures we've talked about before, but some improvements have taken place already. :)

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crazedgunman502
crazedgunman502 Jun 9 2014, 8:14pm replied:

Okay, lets see..

1. I'm pretty sure the base of the tree is wider, and gets thinner along the top.

2. It looks like there are more branches, but it's really hard to tell.

that's all I could really notice, help me out here please?

+1 vote     reply to comment
Cruiser1
Cruiser1 Jun 10 2014, 12:12pm replied:

1: Yes, trees are now gradually wider at their base, which is more realistic. 2: Trees also have small subbranches off the main branches (randomly positioned, so every game the trees are slightly different, similar to the mountain rock texture). 3: Look closely at the trunks again, and compare the above to the uninterrupted solid black of the current version. :)

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crazedgunman502
crazedgunman502 Jun 10 2014, 5:25pm replied:

3. Oooh, I thought that was just the screenshot messing with me. So the trunks now have a little more "texture" to them? Neat.

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Jun 11 2014, 6:53pm says:

It would be pretty nice if the catching fire map had a that bowl shape to it, with the cornucopia at the middle of the bowl. Also have the spokes + the cornucopia have a sand beach.

I think 3.0 needs one last thing and that's better tribute AI and more ways to die.

Currently AI can only really die from two things, combat and starvation. Also with landmines if you try REALLY, REALLY, hard. I'm sure there are several ways to combat this boring predictability of the AI which always kill or run away from you. Food should restore much more than it currently does. Right now your always on the look out for food instead of doing anything else, always food food and food. That's all the AI have on their minds too, food food food. If food can restore much more of your energy, and you had a much greater energy cap, you could start worrying about other things than just filling your "energy."

We talked about an inventory system overhaul, right? If tributes could only carry say, 1-2 large weapons, a small knife/stick/rock, and a little food, they would have more of a reason to camp out and protect their stuff. Backpacks could help you carry more items, and tents could be carried and then take a few turns to set up, and then you have a nice little tent to store a very large amount of stuff in. Tributes could also do more things like dig up landmines to guard their stuff in, (careers mostly) after they killed off a reasonable amount of tributes. AI should be more interesting and unpredictable, meaning they should probably ask to ally with you more and not under special conditions, their should be more "Katniss" tributes that don't kill on sight and rather either run away from you, ally with you, or hurt you if provoked.

+2 votes     reply to comment
Cruiser1
Cruiser1 Jun 13 2014, 2:22pm replied:

The "Catching Fire" style arena can be reproduced by selecting several different settings appropriately. For example, choose circular cornucopia with water spokes, along with hills set to bowl shape (a setting that has already been implemented :), and thick forest.

AI can also die from falling (although that requires enemy action), and poison (which requires a max alliance at F2). AI doesn't die from accidental stupid actions like bumping into a forcefield, cactus, or reset landmine, although in 3.0 they can at least step off their launch platforms early.

The food cap was actually reduced from 1000 in 2.4 to 500 in 2.5, so there would be a chance tributes might actually want to eat something. In default arena sizes games are over long before anybody even starts getting hungry. In larger arenas there's enough food to keep a roaming tribute going for a long while. For example, I just ran a 2.5 game in a 2000x2000 plains arena, and at turn 3000 the seven remaining tributes all had over 500 food remaining (meaning they can't eat anymore because they're stuffed to the max). That game lasted 51248 turns (!) and everybody died through combat with nobody dying with under 80% max food.

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Jun 11 2014, 6:56pm says:

AI should also run a LOT further from the bloodbath. Katniss spent at least a day walking to find a safe place to hide. I found out that tributes don't actually use most of the arena given to them. They always trought out a very short distance (at most 300-400 squares) and then just a mysterious forcefield prevents them from going any further. There should't be a mysterious forcefield, tributes should take advantage of the whole arena. Tributes shouldn't be dying of starvation in an arena that is over 2000x2000 squares LONG. AI should not run back to the cornucopia where very obviously a pack of careers are waiting for them, and get killed. I also noticed no matter how many careers there are, AI will NEVER back down from a fight! NEVER! That's ridiuclous and suicide, they should at least run away, ESPECIALLY in the bloodbath, there's no such thing as a tribute that gets something like a few rocks and a knife and runs away!

Also gamemaker disasters. I think that's all that needs to be said.

+2 votes     reply to comment
Cruiser1
Cruiser1 Jun 13 2014, 4:22pm replied:

Tributes that flee the Cornucopia start by going a short distance away, then they pick a random location anywhere in the arena. That may bring them farther away to the edge of the arena (there's no invisible barrier or anything) but it may also bring them back toward the Cornucopia. Both are valid strategies, and somebody may want to return to the Cornucopia early to see if gear or allies are available or people are weakened. Foxface hung out near the Cornucopia, which worked because she avoided the Careers.

The problem isn't potentially returning to the Cornucopia early, but rather not avoiding combat. Tributes know to flee, but currently only when unarmed. A tribute with a Club and 1 health is only slightly less aggressive than one with a Gun and 10 health. There's better power comparison and disengagement in 3.0, so that for example A can chase and corner B, B gets in a few lucky hits, and now A flees and B is chasing A. :)

+1 vote     reply to comment
District_6
District_6 Jun 24 2014, 3:35pm says:

Where can I download DAEDALUS Hunger Games Version 3.0, because OMFG THIS ROCKS!! I WAN'T IT SOOO BAD T^T

+1 vote     reply to comment
Cruiser1
Cruiser1 Jun 25 2014, 5:46pm replied:

Thanks for your enthusiasm! :) Unfortunately, you can't download version 3.0 anywhere yet, because it's still in development.

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Guest
Guest Jul 28 2014, 5:15pm replied:

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District_6
District_6 Jul 24 2014, 5:59pm says:

IS it available now T^T

+1 vote     reply to comment
Cruiser1
Cruiser1 Sep 5 2014, 5:55pm replied:

Yes, the Hunger Games Simulation version 3.0 is available now on this site, so this is no longer just a preview screenshot! :)

+1 vote     reply to comment
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Description

Version 3.0 has more 3D terrain, such as rolling hills, raised launch platforms tributes emerge out of, and water at lower elevations. Head downhill if you want to fish, and don't step off your platform early!

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Date
May 30th, 2014
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