Hello everyone! :) I like Mazes and Labyrinths. My Maze program "Daedalus" (see Daedalus Engine, or my homepage link) works with them in several ways, including as a platform for several games based on Mazes.
Interesting game with some setting customizations in place (double tribute health, and Feasts twice as often). Good job making it so at least your District partner won! :)
To change the number of items that spawn at the Feast, inside the "hunger.ds" file, in the line starting with "DefineMacro *Feast", change the number "9" near the end of the line to the count of items wanted. For example, 16 will give a 4x4 grid of items, and 25 a 5x5 grid. For version 3.1 I have that number in a new variable, allowing easier customization without having to edit the file.
That's a cool 50 day game, with an interesting set of modifications! :) Sorry you didn't win, but at least your District partner did. The arena from Catching Fire is described as "not very large", and it's definitely smaller than average, so your size or even somewhat smaller should be realistic. Version 3.1 will have an information difficulty setting, so you can turn off whether cannons indicate who died without having to edit hunger.ds. And of course the new nightly Fallen video will make it so you don't have to press Shift+F9 or the (`) key manually.
You should never miss when throwing or shooting, because you can use the chat ("c" key) command to ensure you're properly lined up with the target. Chatting works if and only if a target is in range. Running to the forest to escape Mutts isn't bad, because Mutts can't climb trees, so you can always climb up one without damage unless the Mutt is immediately behind you. Once you're up a tree and the Mutt is growling at you from below, throw your enhanced Tridents and such at it until it's dead.
Cool, Hunger Games earthworks art! :) Your "HELP" is composed of 43 water squares. It takes 3 downward digs from the Cornucopia plain to hit water, so that means you had to dig 129 times, which takes about 516 turns as non-District 12.
Yes, playing D12 would help greatly, because then you'd successfully dig deeper every turn instead of just 25% of the time, allowing you to finish roughly 4x as fast. Still, good job showing the Gamemakers you can dig as well as anybody regardless of your background!
An alternative is to just dig one square (instead of three to hit water) which would take 1/3 the time. That will make the square brown instead of blue (like the diagonal ditches to the NE of your Cornucopia) which should also contrast well on any terrain type.
You can define tribute names with the apostrophe (') key. Enter tribute names separated by commas (see Astrolog.org for details). There is no randomize or shuffle names function, however there is a lot that could potentially be done with names. For example, have a list of names appropriate for each District and gender, e.g. D1 Female names are elegant things like "Glimmer, Cashmere, Goldie, Jade, Sparkle" etc. D2 Male names would be from a tough list like "Cato, Brutus, Flint, Granite, Slate" etc.
The release date is unknown, but will be several months at least. One new thing added to 3.1 is a difficulty or realism level. For example, on highest difficulty, you can't use "cheat" commands like showing the map, cannon firings don't indicate who died (so you have to wait until The Fallen movie in the sky that night), and even the number of tributes left isn't displayed at the bottom of the screen (so you have to keep track yourself).
It will be several months at least before version 3.1 of the Hunger Games Simulation is released. After all, it took 11 months to finish version 3.0, and I've only just started working on the next version.
On tributes you can already see clothes lines for the neckline, wrist cuffs, and boot tops. There is no shirt/pants boundary, because that would overlap the weapon and hitpoint icons, and besides tributes may be wearing one piece unitards like in Catching Fire. However, there's certainly room for more detail. Tributes already have different hairstyles, so perhaps there could be different body types too: The average D1 Female looks "girly", but the D2 Female is more often heavy and muscular, while outer District tributes are usually skinny and starving.
These are nice ideas. :) Tributes could be assigned characteristics at random, with certain Districts (e.g. Career) getting certain attributes more often. Characteristics like this would be good for a character customization feature, allowing you to select which your tribute has (e.g. you're given a certain number of points to distribute among bonuses and penalties).
Some of these characteristics are mostly implemented already: Your stealth can be done by marking a District's tributes as timid as described at Indiedb.com which will make them always run away from the Cornucopia and not attend Feasts. Also, if you kill somebody's District ally, that will make them (and any other tributes from that District) hate you.
There currently isn't a feature to have random starting alliances, however what you can do now is set starting alliances yourself to whatever Districts you want, as described at: Indiedb.com
I agree new alliances inside the game aren't produced often. That's because tributes have to do the same thing you do: Give a valuable item to an adjacent tribute. A new "would you like to ally with me" command would be a good addition, and would give a chance for two tributes to ally with each other, who ran away from the Cornucopia and therefore have nothing valuable on them.
I do it just like it's done in the movies, with the District name under their portrait. (The movie and I don't mention gender, since that's obvious from the picture.) A nice thing is that if one were to upgrade the picture to a more realistic photo, the sky image will reflect that. :)
Getting a sponsor gift is a slight percentage each turn (between turns 100-2000). You not getting anything with full health/food was just bad luck. Yes, you get a First-Aid Kit if injured, else food if below full, so if you want a weapon you need to be both healed and full. It can be worth it, since that's the only way (if you're really lucky) to get a Gun or full Body Armor in a standard game! Note that you must have your last inventory slot free in order to get any sponsor gift, because otherwise they assume your inventory is full or nearly full and you don't need anything.
Showing pictures of fallen tributes in the sky is easy: Just use the same line drawings used for the tributes themselves. For example, if the District 5 Girl has the long pigtails hairstyle then dies, that night the image of her in the sky will have the same long pigtails. :)
That's a good idea for a new "food dependent" characteristic, that could be automatically applied to Careers, or selected yourself if a character customization feature is added. :) Instead of taking 2+ damage when running out of food, a Career running out of food should still take 1 damage, just regenerate less than 100 food in exchange.
Yes, I've been adding a feature to show the faces of fallen tributes in the sky every night. :) It could be combined with an option so that individual cannon firings no longer display which tribute was killed. When you hear a Boom, you have to wait until night and make sure you're where you can see the sky, if you want to know who died.
Yeah, effective photo texturing is challenging in a block based world, especially for the trees and mountains which are currently helped by being slightly different colors (and would become exactly the same after full texturing). However, items on the ground could be redone nicely, such as the Axe example given a few pages back.
A quick way to do a "Hardcore" mode is the command line "@SHp 5" as seen in the latest tutorial: Indiedb.com - That gives every tribute half hitpoints, which is effectively the same as everything doing double damage.
New mutt types is a high priority, such as the candy pink birds from the book that pecked Maysilee Donner to death in the 2nd Quarter Quell. In addition to flying mutts, there could be swimming mutts in water, and even burrowing mutts underground! :)
About the ending, I assume that means you successfully escaped from the arena? (And without using any Audience godmode commands?) I've added an animation for that event, so it actually shows you doing it. I also fixed a minor bug, in that a Mutt escaping from the arena shouldn't be considered the Mockingjay. A Mutt escaping from the arena now gets a free heal from the Gamemakers, then gets thrown back into the arena. :)
Feasts were added to version 3.0, which partially addresses this. :) After a Feast announcement (at turns 900 and 1900) most tributes will head toward the Cornucopia. The problem is some tributes choose to ignore Feasts (although Career tributes will always attempt to attend them) which means they still need to be hunted down the hard way.
Another feature that's been suggested, but I didn't have time to add to the most recent version, is other arena events like forest fires or floods, which are a way to force tributes together. Similarly, Mutts could be directed toward wayward tributes to "herd" them toward the center.
What do you mean "can't read the file"? Exactly what did you do, and exactly what error message was displayed when you tried? Normally, version 3.0 should run with less fuss than previous versions. For example, version 2.5 and before had a dependency on Microsoft.VC80.CRT, and would display an error on the odd system that didn't have it installed, requiring one to install it manually. Can you install and/or run the previous version on your laptop?
Yes, the newest version 3.0 does have improved AI. For example, tributes are smarter about disengaging from combat, and do so when the sum of enemies around them is proportionally greater than their own strength. This can result in A chasing B, until B gets in a few good hits or links up with allies, and then B chases A. :)
Yes, in the Hunger Games Simulation you are a tribute, playing from a 1st person perspective while fighting other tributes. :) Being an audience spectator (from a 3rd person perspective) is just a special mode that is useful for making certain screenshots or videos. For more about the "Audience" mode, visit the page: Indiedb.com
@Santtu0000, to play the Hunger Games Simulation, once installed click "The Hunger Games" icon in the "Start / All Programs / Daedalus / Scripts" program group. Or in the Daedalus program itself select the "File / Run Script / The Hunger Games" menu command. For more details see the "Description" section on the download page: Indiedb.com
Indeed, the Hunger Games Simulation is basically a Roguelike genre game in first person perspective, and a common feature of Roguelikes is "tiles" in a grid representing enemies and items. At least you can see character tiles (with different hairstyles and such) upon each block. Although I do agree the graphics are minimalist (at least Minecraft has separate blocks for the head, torso, and limbs). The partial transparency is intended, since blocks are large, and if opaque it would be hard to see who's behind who in a large melee combat, such as when you're fighting at the Cornucopia.
@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?
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
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. :)
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.
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?
(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. :)
What do you mean "can't read the files"? Exactly what have you done, and exactly what error messages were displayed when you tried? Normally, version 3.0 should run with less fuss than previous versions. For example, 2.5 had a dependency on Microsoft.VC80.CRT, and would display an error on the odd system that didn't have it installed, requiring one to install it manually. Can you install and/or run the previous version on your laptop?
Indeed, as the Audience the "dig" command will open up a launch tube. Think of that as the Gamemakers intentionally reopening a tube for whatever reason, instead of a tribute in the arena figuring out how to break it open (which is the challenge). Playing as the Audience/Gamemaker is effectively "God mode", in that you can easily sponsor a favored tribute with all the best items, or even just immediately kill everybody else off. :)
Yes, you are indeed close to breaking out. :) I can say (no spoilers) that what you do is not affected by random chance, and not something you have to repeat a bunch of times. Once you know what to do, you can do it anywhere that qualifies, and it always works. :)
The Audience mode features (including giving objects to tributes i.e. sponsoring them, reviving slain Mutts, and terminating tributes) are described at the page Indiedb.com
In summary, to give an item to a tribute while playing as the Audience press F10 or "g" hotkey. To specify which object to give press F2 or "i" and type the object name. To resurrect a Mutt in your current square press F7 or "a", and to destroy a tribute (or any landscape object) press F8 or "t". :)