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 3.1 Released

0 comments by Cruiser1 on Jun 5th, 2015


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.


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Hunger Games Simulation (Daedalus 3.1)

Hunger Games Simulation (Daedalus 3.1)

Jun 3, 2015 Full Version 62 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)

Sep 2, 2014 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)

Oct 12, 2013 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)

Sep 29, 2013 Full Version 1 comment

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

Post comment Comments  (50 - 60 of 616)
PeaceMaker1452
PeaceMaker1452 Jun 6 2015, 12:42am says:

How do the mutt AI work. I never really see any in the arena when i put out over 100 and the fire wall takes most of them out which activates 1000 turns after the new mutts gets released and at the beginning I start off with around 25-50 mutts. How do i get it so the mutts actually find tributes and try to kill them and not sit around and wait to die form the lava?

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Cruiser1 Creator
Cruiser1 Jun 6 2015, 12:54pm replied:

Mutts always start out in the corners of the arena. Their initial waypoint is to go to an adjacent corner of the arena, which keeps them in the wilderness away from the Cornucopia for a while. After they reach the adjacent corner (or are blocked and they realize they can't get there) then they roam randomly looking for tributes to maul. Mutts don't work as well in Maze and Mountain canyon arenas, because there's enough obstructions to get them caught in dead ends and box canyons, and not be able to escape the lava. Use the map ("Tab" key) to check where the Mutts are if you're not seeing any near you.

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PeaceMaker1452
PeaceMaker1452 Jun 5 2015, 7:48pm says:

I was playing on an arena size of 1000 and I was far ways fro the middle and i have approached the wall of fire, but to my surprise it wasn't moving forward. The arena was like a light forest that wasn't too crowded with trees and i did do some future game configuring in the All Settings to configure the firewall's turn for the next game and I was wondering if you knew why the fire wall stopped moving inward.

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Cruiser1 Creator
Cruiser1 Jun 5 2015, 10:19pm replied:

The firewall moves inward from the four edges of the arena, and stops when it reaches the circle of launch platforms, leaving a bounding square around the circle (see its behavior on the "Tab" key map). If the launch platform radius (setting "U") is large, then there may be significant area in the four corners outside the circle of platforms in the wilderness, but still inside the stopped square of fire.

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Fayths
Fayths Jun 5 2015, 8:13pm replied:

Yeah, I made a big map once and the fire wall stopped like 50 tiles away from the launchers. But in the ultimate arena (250 tiles) the fire stopped right at the launcher. I guess it is proportionate.

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PeaceMaker1452
PeaceMaker1452 Jun 5 2015, 10:59pm replied:

Though, the wall of fire probably stopped hundreds of squares form the launchers because I was by the wall of fire which had stopped, but I was no where near the cornucopia

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Fayths
Fayths Jun 5 2015, 6:34pm says:

I know you just posted the 3.1 version, but do you plan on posting the 3.2 like you did for 2.4 and 2.5?

+1 vote     reply to comment
PeaceMaker1452
PeaceMaker1452 Jun 5 2015, 5:51pm says:

In 3.2 you should add a command so you can see previous text because with all the moving around i usually miss some stuff. Also, is there a way to knock down a tracker jacker nest without getting stung?

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Cruiser1 Creator
Cruiser1 Jun 5 2015, 6:26pm replied:

Indeed, I've been considering a command to show messages that have appeared on previous turns. I too am often running around when some message flashes at the top of the screen, but by the time I'm able to stop it's disappeared.

Yes, you can knock down a tracker jacker wasp nest without getting stung, if you're 2 or more squares away from or above its impact point. The best way to do that is be clinging to the side of an adjacent tree or mountain, such that the base of the tree with the nest is 2 squares below you. That way you can chop it down without falling yourself (like Katniss did) and potentially sting other tributes nearby in the process. :) District 7 with an Axe can make good use of tracker jackers offensively, because they can cut down trees in one turn.

+1 vote   reply to comment
Fayths
Fayths Jun 3 2015, 3:47pm says:

Are you going to post a changelog?

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Jun 3 2015, 4:00pm replied:

Yes, there should be a "The Hunger Games Simulation: Version 3.1 Released" news item appearing soon. :)

+1 vote   reply to comment
Fayths
Fayths Jun 3 2015, 4:10pm replied:

Okay! Also, when are the mutts supposed to appear, and the fire wall?

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Jun 3 2015, 7:11pm replied:

The default random arenas when you start the game have all Mutts in the arena from the beginning. To have delayed Mutt appearance requires changing three new settings: Setting "m" in the "All Settings" command (";" hotkey) is the total number of Mutts in the arena (to begin with plus released later). Setting "n" is the number of Mutts withheld until later. Setting "o" is the turn that later mutts are released. For example, the 74th Hunger Games replica arena (Shift+F2 and enter "7" for Arena Type to play it) internally uses settings "m24n22o2000". That means there are 2 Mutts to start out with, but on turn 2000 another 22 Mutts are released into the arena for the finale.

The new lava firewall appears on turn 3000 by default. To make it start on a different turn, change setting "z" in the "All Settings" command, as described at Astrolog.org

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Hunger Games Simulation (Daedalus)
Platform
Windows
Developer
Astrolog
Engine
Daedalus
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Released Jun 2015
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Turn Based Tactics
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Fighter
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Single Player
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