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 arena features 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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Blog RSS Feed Report abuse Latest News: The Hunger Games Simulation: Version 3.0 Released

2 comments by Cruiser1 on Sep 4th, 2014


The new version 3.0 of The Hunger Games Simulation is downloadable here, and includes the following additions over the previous version 2.5 that was released in October 2013:

  • New Landscapes: Play in a "Catching Fire" style clock arena. Climb over rolling hills, and experience a gradual day/night cycle. Head downhill or dig deep enough and you can find water. Play in mixed terrain arenas, such as half sandy desert and half rocky wasteland.
  • New Customizations: Set number of Districts (1-13), and number of tributes per District (e.g. play games with over 200 opponents). Assign names to tributes (e.g. "Katniss"  instead of "District 12 Female"), and select hairstyles. Try out a special wraparound torus arena that goes on forever.
  • New Items: Blowtorch weapon can be used to dismantle the Cornucopia walls, burn down trees, or melt unwanted items. Guns and grenades are powerful weapons very rarely available from sponsors. Armor reduces damage from enemy hits, and nightvision goggles allow seeing in darkness. You can even reuse sponsor gift parachutes to glide through the air.
  • New Enemies: Some trees contain "tracker jacker" wasp nests. Chop down the tree and they'll sting whoever's nearby making them hallucinate! Feast events draw remaining tributes back together to fight. Rebel against the Capitol, and escape from the arena (if you can figure out how. :)

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Hunger Games Simulation (Daedalus 3.0)

Hunger Games Simulation (Daedalus 3.0)

Sep 2, 2014 Full Version 1 comment

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 2.5)

Hunger Games Simulation (Daedalus 2.5)

Oct 12, 2013 Full Version 10 comments

This is an older release: You probably want to download the latest version 3.0 instead.

Hunger Games Simulation (Daedalus 2.4)

Hunger Games Simulation (Daedalus 2.4)

Sep 29, 2013 Full Version 1 comment

This is an older release: You probably want to download the latest version 3.0 instead.

Post comment Comments  (190 - 200 of 340)
crazedgunman502
crazedgunman502 Feb 4 2014, 8:07pm says:

Also, I'm really crossing my fingers for that map editor I mentioned a while back, you could have an overhead view of arena (similar to the one when pressing TAB) and there would be a sidebar with different materials for example water, normal ground, trees, etc. just click on one of those and then click on the map where you'd like to place it and you can set the trees height, the depth of the water, color of the ground etc. so you could EASILY make complex arenas without having to mess about in the hunger.ds file which I hate touching since I usually mess up the game 4/10 times. You can save your arena and have an option to play it later =)

Oh yes, PLEASE! I'd love to recreate the Survival Games maps. Also island arenas etc. etc. You know where I'm going with this.

+1 vote     reply to comment
Cruiser1
Cruiser1 Feb 6 2014, 5:18pm replied:

A map editor would certainly be cool, however I'm not sure how many people would actually use it beyond us? A full map editor would require a lot of work to create its user interface, which needs to be weighed against other features. One thing that could be done more easily is allow importing a custom map from a bitmap file. Different colors mean different things, e.g. green = random height tree, blue = water, navy = deep water, gray = mountain, yellow = desert ground, etc. Inside the Hunger Games, specify you want to play that bitmap and off you go. :) That would move most of the interface away from the Hunger Games and into whatever bitmap editor you're comfortable with (such as MS Paint, or Daedalus itself).

+1 vote     reply to comment
ccamp224
ccamp224 Feb 8 2014, 7:29pm replied:

I would use it

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Feb 6 2014, 6:43pm replied:

That's actually a way better way of doing it, keeping my fingers crossed for this.

+1 vote     reply to comment
Cruiser1
Cruiser1 Feb 6 2014, 6:56pm replied:

By the way, if you want an island arena, try doing Alt+r and for Custom Arena Details enter: 10320113002 - In addition to an island you have an overgrown Cornucopia. ;)

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Feb 7 2014, 1:07am replied:

Interesting, I meant an arena consisting of large islands isolated by water and such.

a very nice arena though.

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Feb 7 2014, 1:16am replied:

A few more ideas..

1). How about a way to see where tributes died? Like an alternate map option?

2). Can you make tributes easier to see in the map somehow? Like a big district number where they would be?

3). How about a setting for a mountain range encircling the entire arena, so your not looking into a void most of the time in short arenas.

4). An option to set which tributes are allied with who at the start of the games.

5). How about you make items "pop" a LITTLE off the ground, I find when I'm on my pedestal I cannot see what items I can grab so I cannot form a strategy.

+1 vote     reply to comment
Cruiser1
Cruiser1 Feb 7 2014, 7:54pm replied:

1: An issue with a map of tribute death locations is that multiple tributes may die over the same square. Note if you use Shift+F12 to switch to a dead tribute, you'll always move to where they died.

2: Make sure you use the "Tab" map in which each District has a unique color, instead of the "Ctrl+Tab" map. But yes, in larger arena maps it may be hard to pick out tributes when they're just a single pixel, which is a case for more highlighting.

3: Good idea. That fits the 2nd Quarter Quell in which the forcefield was blocked by a hedge, that Haymitch had to cut through in order to see.

4: If a Training Center phase gets implemented, pre-game alliances should be a part of it. You can adjust them already with command lines: Press "Enter", then do e.g. "SetCA %BAlly 10 20 100" will make tribute #10 (5G) consider tribute #20 (11G) an ally. (Do "~" before and after to see the difference.)

5: If items were like crates (or even classic sprites) instead of just ground textures, then they'd have more of a vertical component which could be more easily seen from a distance.

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Feb 4 2014, 8:02pm says:

You should change the CF arena to have sandy spokes, and a new "jungle" arena type that has thicker and even taller trees with branches you can climb and hide in. Also the spokes should be a bit above the water level so you'll actually have to "climb" upwards. When tribute stats can be implemented strength + weight should affect your climbing ability, for example it should take multiple turns to climb and one if you're in a special district.

+1 vote     reply to comment
Cruiser1
Cruiser1 Feb 5 2014, 3:14pm replied:

I agree, however first I need to implement basic capabilities, before seeing what we can do with them. The CF arena should indeed have sandy (or rather rocky) spokes, and also a sandy beach around it, however first we need to have arenas of multiple terrain types in general (instead of just all grass, all desert, or all snow). We also need to allow the ground to be multiple elevations (instead of a flat plain with trees, mountains, and walls placed upon it like we have now). That would allow having water at slightly lower elevation, and hence the clock spokes above the water. :)

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Hunger Games Simulation (Daedalus)
Platform
Windows
Developed By
Cruiser1
Publisher
Astrolog
Engine
Daedalus
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Astrolog.org
Release Date
Released Sep 1, 2014
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Style
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Turn Based Tactics
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Fighter
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Single Player
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