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.
To make dead tributes rise as mutts, press the ";" key to invoke the All Settings command, and change setting "-" to 1, i.e. enter "-1" (minus the quotes). The 14 settings new to version 3.2 are all indicated by special characters, and are documented at Astrolog.org
For a good zombie apocalypse scenario, try this: Press ";" to bring up the All Settings command, then enter "D1Y100m125n100!1@1-1=1+1" (minus the quotes) and start a new game. There will be 100 people together in a camp, and 25 mutts to get things started. Try to survive as long as you can, because the number of mutts will rapidly balloon out of control once the camp gets infected! ;)
There are a few game variables that aren't exposed in the UI, and can be changed in the Daedalus console. The article at Indiedb.com lists some of them, such as changing the color of the Cornucopia. Near the top of the hunger.ds file is a "Custom variables (internal)" comment, followed by various internal settings. Numbers 153-156 are four additional settings that can be changed. For example, enter "@SAid 5" in the console and First-Aid Kits will heal 5 health each.
Yeah, version 2.4, 2.5, 3.0, 3.1, and now 3.2 makes for five releases of the Hunger Games Simulation so far! :) To get an idea of what the game used to be like, you can play a version 2.4 "retro" arena, by doing Shift+F2 and entering "4" for the arena type. (Be sure to turn off sound and textures too. :)
Everybody having a random item is the main setting turned on in the "battle royale" arena. (Press Shift+F2 and enter "B" to play it.) That arena also has the setting to not have an open area in the center, so there can be trees growing in the middle of the Cornucopia.
You can indeed get rid of the Cornucopia completely with a Daedalus console command, as described in the article at Indiedb.com - Just make all Cornucopia characters in the string be "-", which means they're empty (no wall or item).
Did you accidentally change the new "mutt height" setting? That's character ")" in the ";" key "all settings" command. If you enter ")0" then Mutts will be 0 inches tall, and look the way they are in your screenshot. Very short Mutts can make for interesting gameplay, since they're more hidden and can sneak up on you! :)
The default value for setting "^" is 10, which means computer tributes avoid traps 90% of the time. If you make it 0, then computer tributes never see traps at all, and are as dumb as Mutts with respect to them.
The Cornucopia light (setting "$") was actually in 3.1, but an undocumented setting, and always off so it wasn't very visible. You could change it in the Daedalus console by pressing Enter and entering something like "@SCorn 3". But yes, I agree it makes playing at night a little less disorienting. It makes the Cornucopia and/or launch platforms show up through the new fog setting too. :)
Cool that you're such a long time user of Daedalus! :) You should appreciate the new version 3.2 that's just been released, which is described at Astrolog.org - You can now create and explore Mazes with over 1,000,000,000,000,000,000,000,000,000 cells, instead of "only" 1,000,000,000,000,000,000 cells. ;)
There should be more versions in the future! :) The Hunger Games Simulation is a script that comes with Daedalus, and I've been doing Daedalus releases since 2001, and the first Hunger Games version for it was in 2013. Even if I don't add any more major features, there will at least be bug fixes and maintenance to the Hunger Games in future Daedalus releases.
To make dead tributes rise as mutts, change setting "-" to 1 in the ";" key all settings command, i.e. enter "-1" (minus the quotes). The 14 settings new to version 3.2 are all indicated by special characters, and are documented at Astrolog.org - For a good zombie apocalypse scenario, it's best to turn on a few other settings, such as allow there to be enough mutts, and have tributes cooperate and not fight each other.
Try this: Press ";" to bring up the all settings command, then enter "D1Y100m150n100!1@1-1=1+1" (minus the quotes) and start a new game. There will be 100 people together in a camp, and a few mutts to get things started. Try to survive as long as you can, because the number of mutts will rapidly balloon out of control once the camp gets infected! :)
I'm expecting the new release to be out at the beginning of September now. The programming part is complete, and I'm just updating the documentation files that come with the release. :)
The Hunger Games Simulation is (at least for now) Windows only. A Chromebook runs Chrome OS which is based on Linux, so no I don't think this will run on a Chromebook.
Indeed, Dwarf Fortress is a "Roguelike" game (which means it's based on the classic game "Rogue") with its turn based text grid environment. The Hunger Games Simulation is Roguelike too (just displayed in 1st person graphics) since it's also turn based on a grid.
The screenshot above shows detailed damage to specific areas. Applied to the Hunger Games Simulation, instead of just a single health number, tributes could have damage to specific areas. For example, a hit to the leg (like Peeta received from Cato in the first book) makes you move slower, a hit to the arm makes you do less damage or able to carry less, etc. Features like that need to be considered and implemented properly, so an injured character is still fun to play.
Here's a few features that haven't been mentioned, or at least haven't been mentioned for a long while:
1: New command to redisplay the most recent messages. Never miss an alert that scrolled off the top of the screen again!
2: Currently you automatically accept all alliance proposals. New setting allows you to automatically reject all proposals, or pop up a message box asking you whether to accept each one. There's also an "end alliance" ability to terminate an alliance without having to attack and anger them.
3: Set default Mutt health and default Mutt height. Make giant supermutts so tributes actually run from them! Also, you can set it so Mutts can swim and climb trees, so you can't easily escape them.
4: Zombie apocalypse mode! Dead tributes automatically rise as new mutts. :)
5: There's a subtle setting that makes it so when Mutts are released, it's equal to the number of dead tributes. That allows reproducing the 74th HG most accurately.
Hee hee, that's the problem with attempting to give release dates before something's actually released: The dates are often not accurate! ;) Indeed, I should stop posting screenshots and finish up the new version. I expect it will take another month to actually get it uploaded. Work, travel, and needed Daedalus engine infrastructure updates to display the new textures appropriately have required time.
Ha ha, funny video! :) It looks like you modified the game a bit, because the Cornucopia is gray instead of gold. Presumably you used this guide: Indiedb.com - You also changed the name of the tribute to wrestler "JOHN CENA", although that can be done within the game's interface by pressing the apostrophe (') key. I assume the photos of the wrestlers were added to the video afterward (although it's actually possible to do things like that inside the game itself with some (re)programming of the "hunger.ds" script file.)
In the Hunger Games Simulation you can pick up items by moving into their square so you're above them, and then pressing "F5" or the comma "," hotkey. When you start the game, read the opening screen (or press "F1" or "?" to bring it back up again later in the game) to see the list of commands. :)
I'll see what I can do, although my time might be better spent actually finishing the next version, so then everybody can see and interact with the gameplay themselves. :) I did notice somebody recently created a new video (although of the current version): Youtube.com
The first four screenshots here are all showing features from the new yet-to-be-released version: Indiedb.com - Were you thinking of something more like a video? :)
Yes, presently all tributes aced plant identification in training, and will never eat Nightlock berries (unless they're trying to suicide at the end). Indeed, some Districts should be better at identifying plants, or plant identification should be an option if tribute customization is added. If an AI tribute can't identify berries, it will probably always ignore them (unless starving and about to die) because the gamble isn't worth it. That tribute would then have less food available in the wild, similar to how D11 already gets more food from the wild, since it gets +50% food from Berries.
Some people have customized the game to make Nightlock harder to recognize, by making both Nightlock and normal Berries appear as "Berries" in the inventory. Somebody did that in this video: Youtube.com Even in the normal game, people sometimes misidentify and eat Nightlock, as seen in this video: Youtube.com
I've considered having thirst in addition to hunger, but haven't added it yet because it would require adding other features at the same time. Some existing items like Berries are already mostly liquid, so they'd apply to thirst as well as hunger. Needing to drink means you should be able to drink from water squares, which suggests a "drink" command. Not all water may be safe to drink, which suggests being able to tell the difference, being able to purify water through boiling (which means being able to start fires) and so on. In summary the existing "Food" counter is really more "Energy", since it covers both food and water.
Thank you for your interest! :) Version 3.1 came out on June 2, 2015, which was indeed 12 months ago. Of course, it was 11 months between versions 2.5 and 3.0, and 9 months between 3.0 and 3.1, so 12 months isn't too different. It will be another month or two before version 3.2 is finished. Hopefully it will be worth the wait! :)
This is a feature, not a bug. :) One of the game settings is for the arena edge to wrap around, as described in this screenshot: Indiedb.com - It's actually an interesting feature of the Daedalus engine that such an environment is possible in the first place. However, if you don't want wraparound arenas, you can indeed turn them off. :) In the ";" key All Settings command, enter "E0" so the arena edge is always an invisible forcefield. Just don't enter "E4" (which is the wraparound edge) or "E5" (which selects randomly, which may be the wraparound arena). For details see setting "E" on this page: Astrolog.org
I've found the day counter useful. :) It's easy to see that a game lasted "9 days" instead of trying to parse what "turn 1750" means in terms of days (which may vary depending on how long the days and nights have been set to).
Height has a minor effect on gameplay. It affects how much you climb each turn (since you climb a distance equal to your height). That means a tall person has an advantage if chasing a short person up a tree (since the short person climbs slower, and the tall person can reach higher when attacking).
Yes, see the newest four pictures in the "Images" section for screenshots of features that will be in the next version: Indiedb.com :)
Thank you for your detailed thoughts in this area! :) The Hunger Games Simulation is indeed implemented in the custom Daedalus scripting language: Astrolog.org
The backpacks you describe are very similar to how they're implemented in the game Nethack, in that it's a separate inventory list that you can move items into or out of. Backpacks are a wearable item, so their icon should probably be yellow to be like helmet/armor/goggles/parachute.
Another way to implement quivers for Arrows is to allow small items (like Arrows, Darts, and Rocks) to combine in the same inventory slot. You then have "A: 5 Arrows" instead of "A: An Arrow; B: An Arrow; etc". Picking up increments the single slot, and throwing one decrements it. Currently Arrows are semi-balanced even though you can't hold many, since they do 5 damage, and are as effective as having a bunch of Tridents (minus one inventory slot for the Bow, but with the advantage of most enemies not able to pick up the Arrow and shoot it back at you).
A way to implement crates is similar to when you're trapped in a Net. Each create has a certain number of hp, and you attack it until you break it open. Beyond that they're indeed like trees/mountains/walls/cornucopia on the ground, except you can always attack it. Crates don't have to be limited to items, and may be trapped too: Opening them could also have a chance to release a mutt, tracker jackers, throw a Net around you, or shock you like running into a forcefield. :)
In the current version, the "come here" command ("C" key) just sets an ally's next waypoint to be your current position. That means they'll only come to where you were when you issued the command, and after that wander off (so if you want somebody to follow you for a while, you need to issue the command every 8 squares or so). Also, in the current version tributes treat the lowest District ally as "leader", and tend to follow them over others. Remember that even if you're the leader and have issued "come here" commands, tributes may still temporarily delay your directives in favor of grabbing good items nearby, finishing up combat, etc.
Yes! :) For example, there are new mutt specific settings that make gameplay different. You can set whether mutts can swim or climb trees. You can set mutt health separate from tribute health (so you can have supermutts with 100 hp running around when tributes are still limited to 10 hp). You can even have dead tributes immediately rise as new mutts, which allows creating zombie apocalypse scenarios. :)
No, there's no knockback taking place here, although I have considered adding a "shove" type attack that can push enemies away from you (such as out of a tree, or into deep water or a forcefield). What happened here is on Marvel's turn he attacked Rue, and then on Rue's turn (D11 moving after D1) she wisely stepped away from him. After everybody moved, turn order went to the Audience, at which point I maneuvered the camera to take this screenshot.
This picture also introduces a Day counter on the status line, so you can easily see not just the turn count, but how many day/night cycles have passed so far. You can also see new bitmap textures in the background for trees, cactus, mountains, brick walls, and launch platforms. :)
The "give an item worth 5 to a Career" to guarantee addition to their alliance is a classic strategy. :) Getting in with the Careers indeed makes the early game more survivable. The only risk is if one takes a potshot at you before you can make your offering, at which point the entire Career alliance hates you and has you targeted.
Yes, the Blowtorch can be very nice if you take advantage of it. However, if you're able to gain control of the Cornucopia for the many turns it takes to dismantle it, then you deserve to have some ranged weapons. :) The Blowtorch is also potentially better than even the Axe to remove trees. Unlike chopping, you don't get a free Club when burning down a tree, however you do burn away tracker jacker nests risk free.
If you encounter a new tribute, just chat with them ("c" key) first before attacking. (Remember, you can always free action chat with somebody if you're able to attack them.) Their response will indicate whether they consider you an ally, so you can avoid unintended backstabs.
Alliances are a key aspect of the Hunger Games, so I agree they're an important part of the Hunger Games Simulation too. A leadership option has been added to the next version. It allows you to control whether allies tend to follow you or not, or expect you to follow them. I sometimes have the reverse problem: Allies follow me around like puppies, grabbing items I want and killstealing. :)
Note that allies will already ask you for things, if you chat with them. If they're injured or otherwise weaker than you appear to be, then they'll ask you for stuff. You can also use the "come here" command ("C" key) in the current version to ask allies to come to your location, which can make an alliance feel less like a herd of cats. ;)
Allies are valuable after the Bloodbath too. Even if you don't want to stick with them, making an ally means they (and potentially their allies as well) won't attack you later. That means you can get in a free attack when you want to kill them. ;) Even making existing allies like you more is important for the end, so they'll attack others over you when it comes time for the final alliance to turn on itself.