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 an external observer) 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 2.5 Released

0 comments by Cruiser1 on Oct 18th, 2013


The new version 2.5 of The Hunger Games Simulation is downloadable here, and features the following additions over the previous version 2.4 that was released in March:

  • New Arenas: In addition to Forest like before, you can also play in Mountain, Desert, Plains, Swamp, and Maze arenas. Choose your arena type and size, or have them randomly chosen for you. In additon to trees like before, you can also encounter rivers, lakes, hills, and meadows in whatever arena.
  • New Actions: Climb trees, cliffs, and walls (and potentially fall from them), chop down trees with axes, wade or swim in water (and potentially drown in it), catch fish in water, and track tributes and mutts by following their footprints/pawprints.
  • New Items: Nets can be used to entangle other tributes. Picks can be used to chisel away cliffs or dig up items, including the landmines around the starting platforms, which can be reset to lay explosive traps for your opponents.
  • New Enemies: In addition to the other tributes also trying to win the Hunger Games, aggressive "muttation" monsters are roaming the arena.

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Hunger Games Simulation (Daedalus 2.5)

Hunger Games Simulation (Daedalus 2.5)

Oct 12, 2013 Full Version 10 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 2.4)

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 2.5 instead.

Post comment Comments  (60 - 70 of 305)
crazedgunman502
crazedgunman502 Apr 27 2014, 2:42am says:

I decided to mod the hunger.ds file to make it generate armed mines, however something quite disappointing I found is that AI do not dare go over any mines, or even any sort of danger for that matter. That includes deep water, force fields, poison, or falling. I don't recall AI climbing trees that often either. If you could include more ways for AI to die, that would definitely make for a more interesting game!

Another thing is that mines should do "splash damage." Basically, it should hurt tributes that are around the activated mine, too. The further tiles away they are, the less damage they are getting. Also, a little screen shake would make it so much more worth it :)

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Cruiser1
Cruiser1 Apr 27 2014, 12:15pm replied:

AI try to be as smart as human players, and therefore recognize the dangers of landmines, deep water, force fields, poison, and falls. AI will swim in deep water when District 4 or when wielding a "flotation device". They may also (intentionally) take poison in special circumstances. AI doesn't climb often, because there isn't much up in a tree (no food or targets), but they do sometimes climb to escape, or chase targets who also climb.

Mines are more of a "movement denial" tool like a wall, since they're visible, instead of hidden traps. (Mutts sometimes stumble into them.) One of the harder achievements ("Take That") involves killing another tribute with a Mine, which is possible even though other tributes won't ever intentionally step on them. :)

Mines doing splash damage is interesting, but needs to be considered carefully. If launch tubes are two or fewer squares away from each other, a stupid tribute moving before the gong could hurt you too, if they move toward you. Also, can splash damage detonate other mines or destroy objects next to them? That would be like the 74th HG, which is fun but reduces the usefulness of arranging Mines to guard supplies.

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crazedgunman502
crazedgunman502 Apr 27 2014, 9:54pm replied:

I've also noticed AI don't tend to set land mines down. I think tributes that aren't in an alliance with you or anyone that isn't you shouldn't be able to see the landmine. Could you somehow make AI set down landminds and make them hidden? Instead of showing the "armed landmine" tile, it should just be a clump of dirt or something. I've always pictured land mines as a kind of hidden "Trap" instead of a movement denial tool like you suggested.

What I'm trying to explain is that AI should sometimes make mistakes, like panic into deep water or accidentally run into cacti without having me to push them in or something.

I never actually considered that. I wouldn't actually put mines around a big pile of supplies but rather around that area, ex. if I'm putting all my stuff near the cornucopia I would put the mines near the surrounding forest or plains. It definitely would lower usefulness, but in exchange for more firepower.

On the subject of traps, will we be seeing traps like nets to trap tributes.. and animals? (Animals would be a nice addition to 3.0, rabbits and bears..)

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crazedgunman502
crazedgunman502 Apr 26 2014, 12:26am says:

It's been a while since we've seen any new updates! (actually only a month ) How's progress on the applet?

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Cruiser1
Cruiser1 Apr 26 2014, 9:21pm replied:

You've convinced me to post a new screenshot. :) As with last time, in addition to the three new additions mentioned in the picture description, there are a couple more subtle features visible in it, that somebody familiar with the game might be able to notice. :)

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crazedgunman502
crazedgunman502 Apr 26 2014, 10:43pm replied:

You. I like you. Checking it out now.

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crazedgunman502
crazedgunman502 Apr 21 2014, 5:01am says:

Is it possible to disable the messages that show every time a tribute does something ex. picks up something, does something, attacks someone etc. in the hunger.ds file?

Also, leaving the death messages for each tribute and when YOU do something etc. pick up something, attack someone, or be attacked?

+1 vote     reply to comment
Cruiser1
Cruiser1 Apr 21 2014, 11:22pm replied:

Unfortunately there's no setting to reduce the number of messages. Messages are appended to the current turn's list of messages, in different places throughout the program. Therefore what you can do is manually edit hunger.ds, search for the string "*Msg" (the calls to the append message subroutine) and delete the ones you're not interested in. Once the "listen radius" setting mentioned earlier is implemented, the number of messages will be much lower.

Yes, sometimes important messages appear, but if you're moving around quickly they get missed. For example, I sometimes miss when I get a sponsor gift, and don't realize that I have a First-Aid kit in my inventory! I've considered having messages like that (optionally) appear in message boxes, so you definitely can't miss them.

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crazedgunman502
crazedgunman502 Apr 17 2014, 11:32pm replied:

That would be, but it would be pretty difficult to make it work, seeing as it's a turn-based game. Do you wait for everyone to make their turn? Should everyone be given 1-2 seconds to make a move and then the game automatically progresses? hm.

+1 vote     reply to comment
snake200019
snake200019 May 1 2014, 6:26pm replied:

Good idea

+1 vote     reply to comment
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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 Oct 11, 2013
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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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