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 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 5 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 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  (40 - 50 of 432)
crazedgunman502
crazedgunman502 Nov 18 2014, 2:59am says:

I'm curious, how did you get "Photorealistic" textures in some of your other maze applets (shown here: Astrolog.org)

Is it possible to incorporate photorealistic textures without much of an impact on peformance to The Hunger Games Simulation? I already have a bunch of photorealistic textures to use that would fit well, but how do I do such a thing?

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Cruiser1 Creator
Cruiser1 Nov 19 2014, 8:00pm replied:

The "Daedalus" engine that implements the Hunger Games Simulation can display any bitmap over any surface. I made the corn Maze texture by simply taking a digital photo of a real cornfield. :) Photo textures in the Hunger Games Simulation wouldn't impact performance any (although they would make the hunger.ds file that's currently a mere 115K in size much larger). Potential issues with photo textures are:

Blockiness: Textures can be photos, but if too realistic it will make the Minecraft style blocky graphics much more glaring. Transparency: Giving a tribute a photo texture will normally make it opaque, which reduces visibility in combat. Shading: Photo textures can't specify shading, so a tree will actually look less realistic unless we have separate textures for the sunny side and shady side.

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crazedgunman502
crazedgunman502 Nov 20 2014, 2:41am replied:

I'm not too worried about shading or blockiness. I just want to experiment with different textures.

I read over the Daedalus guide, and I'm so completely lost. I had no idea what I was reading. ._.

My question is, how do you change the texture for each tile? Does each "face" of the square/rectangle use the same exact texture? Or does it use multiple for the different sides.

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Cruiser1 Creator
Cruiser1 Nov 20 2014, 4:20pm replied:

Changing textures is best described with an example: Place a picture of a tree in your Daedalus directory, such as this one: Tree-pictures.com - Copy paste it into Windows Paint and save as .bmp format. Then start the Hunger Games, play in Forest arena, and run the command line below:

SwapTexture -1 %BCopy SwapMask -1 %BCopy OpenBitmap "c:\daedalus\tree.bmp" ColorPut Del SwapTexture -1 %MTree SwapMask -1 %MTree k SwapTexture -1 %BCopy SwapMask -1 %BCopy

Each side of a block can have a different texture, however the Hunger Games Simulation sets it so opposite sides of a block are the same, since they're never different. Since all we did above was change a texture picture, we don't need to worry about different faces. Similar command lines can be used to update cactus, inventory objects, etc. :)

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crazedgunman502
crazedgunman502 Nov 23 2014, 8:11pm replied:

Make sure that your Daedalus folder is in C:, and not programfiles, and that you save as... .bmp, do not just change it to a .bmp file.

And also be careful not to name it tree.bmp.bmp (if you have your file extensions turned off)

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Cruiser1 Creator
Cruiser1 Nov 23 2014, 1:12pm replied:

@Guest, yes you must have done something wrong. Crazedgunman502 below copied the command line and got it to work, so I don't think my instructions are in error. What exact error message did you get?

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crazedgunman502
crazedgunman502 Nov 20 2014, 6:52pm replied:

Oh man!! That is so freaking cool! It looks amazing!

How would you do the same thing to other tiles? (For example, weapons, cacti, grass.. sand.. snow..)

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Cruiser1 Creator
Cruiser1 Nov 21 2014, 7:34pm replied:

To change other textures, first create a new .bmp file with the picture you want. Then in the command line, replace both instances of "MTree" with one of MWasp, MTree2, MCact, MCact2, MRock, MRock2, MBrick, MBrick2, MTube, MTube2. The "2" versions refer to the top texture, instead of the side texture. To change objects on the ground, replace "MTree" with "Add %MObj %JAxe". Replace "JAxe" with whatever object you want to texture, with the list of 3 letter codes in the "hunger.ds" file right above where weapon damages are defined. Texturing the ground is harder because it's only colored and not already textured, so would require more extensive hunger.ds changes. For example, to texture the Axe weapon, pick a suitable axe picture like Fc02.deviantart.net then do the command line below. Note these command lines can be inserted to hunger.ds right before the last line "*FStart" to make them permanent:

SwapTexture -1 %BCopy SwapMask -1 %BCopy OpenBitmap "c:\daedalus\axe.bmp" ColorPut Del SwapTexture -1 Add %MObj %JAxe SwapMask -1 Add %MObj %JAxe k SwapTexture -1 %BCopy SwapMask -1 %BCopy

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crazedgunman502
crazedgunman502 Nov 23 2014, 8:00pm replied:

Oh wow.. That's really neat! I'm going to be pretty busy, so I unfortunately wont have time, but I'll definitely get down to a total overhaul of all the textures in The Hunger Games simulation, It'll look totally rad when I'm done ;)

Thank you so much for your help, I'll be back with screens.

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Cruiser1 Creator
Cruiser1 Nov 16 2014, 2:10am replied:

The Hunger Games Simulation does have Artificial Intelligence (AI) opponents. :) That's why the game is currently single player only. The computer controlled tributes can do everything you can, including picking up and using items, chasing or fleeing from enemies depending on relative strength, forming and leaving groups that hunt as a pack, and making and breaking alliances (potentially with you). Or are you saying the AI is behaving simplistically or unexpectedly in certain cases?

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crazedgunman502
crazedgunman502 Nov 17 2014, 4:39am replied:

I think he's saying AI should be more unpredictable, and thus "more human like"

Currently I've only seen them ally with another tribute (or me) three times in my entire experience of playing. They don't use clubs to fish (unless they're all given one at the start).

I think the AI is currently fine as is, personally. Just needs to ally more often or share things more often.

(p.s, again, i would love a map editor, using paint or something and using colors to signify different tiles. I want to recreate areans or get creative!, even if very few people use it..)

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Cruiser1 Creator
Cruiser1 Nov 12 2014, 1:47pm replied:

(1) Yes, currently two tributes can't be at the same coordinate. For example, you can't stand directly underneath somebody up in a tree. Adding this would raise some interface issues, but would allow new features like caves (which you could be inside of or above), and a roof over structures like the Cornucopia (which you could be inside or on top of the roof).

(2) There are structures in the game like the Cornucopia and the walls of Maze arenas. However a ruined city with streets and (potentially multistory) buildings would indeed make an interesting arena type. :)

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Hunger Games Simulation (Daedalus)
Platform
Windows
Developed By
Cruiser1
Publisher
Astrolog
Engine
Daedalus
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Official Page
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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