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.
I've considered an option for treating water as lava too, which would indeed be fun to have. :) As an independent setting, there's no reason why you can't have trees present too in such an arena. Trees would actually be useful if lava rivers are present, because you can climb the tree and use a parachute to glide across the lava to get to the other side. Normally you don't want lava rivers, because they may split the arena in sections making it hard to get to other areas. Volcanoes are a fun idea too, which could have certain of the mountains spew forth firewall squares like the Gamemaker finale event does, but just in a localized area instead of covering the entire arena. :)
In version 3.1, some of the options above have changed: For Health, Food, Inventory size, and Weapon range, the variables @SHp, @SFood, @SInv, and @SRng no longer exist, which means the command lines above will no longer work. Instead, those options are now official settings, which can be changed using the ";" key All Settings command. Tribute health is variable "h", Max food is variable "f", Inventory size is variable "i", and Weapon range is variable "r". For example, simply enter "i5" (minus the quotes) in the All Settings dialog to reduce inventory size to 5 items.
In the hunger.ds file, look at the line starting with "SetStrings %ZNameB 135". That contains all 135 random names available. The first 5 names are random D1 Girl names, the second 5 are D1 Boy names, the third 5 are D2 Girl names, and so on until the last 5 which are Mutt names (Mutts don't have gender, so only 5 names apply). You can't add names to the list (there's always 5 different names per District/gender option) but you can easily replace existing names with other names.
Yes, work has started on what will be the next version. :) The most recent version 3.1 was only released a little over a month ago, so it will be months more (probably 2016) before version 3.2 is out, or even before it can be determined what features will be in it.
How is it not working? What exactly happens when you try to download the program, try to install it, or try to actually play?
The firewall begins at turn 3000 by default. You can change that turn by changing setting "z" in the All Settings command (";" key). Specify "z0" to turn off the firewall and have it never appear.
Tributes needing water would require adding a thirst level parallel to the existing hunger level. There would need to be water bottle objects, and/or a way for tributes to drink directly from water squares. That in turn would suggest having some water needing purification, through purification tablet objects or some way to boil it.
Age is an interesting way to add flavor to a tribute, similar to the different hairstyles tributes already have. Age could potentially have a game effect, in that older tributes are seen as stronger. Tribute height is a stat that could be visible when playing the game, in that it would affect the height of each tribute token in the arena. :)
Yes, preparation would add a whole new dimension to the Games. :) It would be cool if you could customize characters, and allocate points to areas such as plant identification. These stats should have actual game effect, such as giving a warning if you try to eat Nightlock.
A high training score would presumably make you appear stronger. Currently being "strong" relative to others (which means having lots of health and wielding a good weapon) makes them willing to ally with you more often. Although it would be nice if a low training score could be useful too, such as make you seem less of a threat and be targeted less often.
Version 3.1 is much easier to modify than 3.0 and before. :) The version 3.1 "hunger.ds" file is more understandable, with most statements on their own lines, indenting, and blank lines to make everything more readable. Basically check out the new hunger.ds if you haven't already. :)
The Hunger Games Simulation is a human readable text script file named "hunger.ds", which is interpreted by the Daedalus engine. That makes it easily modifiable. A significant enough modification could potentially be uploaded to moddb.com as an independent release. :) Anyway, did you upload your own modified hunger.ds file somewhere, and if so what's the link to it?
Yes, Guns are an item in the game. :) By default a Gun can only be obtained very rarely as a sponsor gift (and only if you're at full health and food). You can also adjust the values in the "all settings" command (";" hotkey) to make Guns available at Feasts, in the Cornucopia, or even out in the wild if you like.
Guns are effectively energy pistols, which create Bullets when fired (they have unlimited ammo) and the Bullet objects disappear afterward. Therefore a static Bullet object by itself isn't useful, and can only appear when creating random items in Audience mode.
Glad you're liking it! Hee hee, you said it's "a-Maze-ing", which is appropriate since the game is built on the Daedalus Maze generation engine. :)
Remember that on many modern Netbook type laptops, the function keys (F1-F12) require you to press "Fn"+"F1" to trigger the function key, instead of just pressing "F1" by itself. (That's because most of the function keys by themselves trigger things like laptop brightness. The "Fn" key is like "Shift" and on the bottom of the keyboard.) Almost all Hunger Games commands have a standard keyboard hotkey shortcut, so you can also use that method if getting keys like "F1" to trigger is still elusive.
Spoiler: You can't escape the arena through the forcefield in current versions. Your earlier idea is more accurate concerning location, however your most recent idea is more accurate concerning what you need to do there. :)
Opening a launch tube in Audience/Gamemaker mode is very easy, because that's effectively "God" mode and you have the special Audience mode commands available as described at Indiedb.com - However, opening a launch tube as a tribute during a game is much harder. :)
In Catching Fire, the tributes escaped through the sides of the arena by bringing down the forcefield. However, if you could reopen a launch tube, you could definitely escape down through the floor of the arena. :) Escaping from the arena is the main task to get the "Mockingjay" achievement in the game: Astrolog.org
No, you've successfully downloaded. :) You're seeing the Daedalus Maze generation engine that the Hunger Games Simulation uses. Once installed, to play select the "File / Run Script / The Hunger Games" menu command from inside Daedalus. Or from the Windows desktop select the icon "The Hunger Games" in the "Start / All Programs / Daedalus / Scripts" program group.
Indeed, it would make sense to start with an introductory frame labeled "The Fallen", like how the first movie does. If a new command to view messages from recent turns were added, that would way a way to avoid missed messages too.
Yes, sound effects would be a good addition. :) The download is currently only 1.4M, so there's plenty of room for audio files. Other nice places for sound would be trumpets when you win, and a sound effect when hitting or being hit by a weapon, e.g. slashing sound for sword, chopping sound for axe, etc.
Yes, although I don't have time at the moment, so it might be several weeks before it appears. The version 2.5 and 3.0 videos didn't appear right away either.
Yes, AI avoids all three hazards with a 90% success rate by default, i.e. only a 10% chance they'll fail to notice it. You can change this percentage with a command line: Press "Enter" and type "@STrap 20" (minus the quotes), and the fail percentage will be increased to 20%.
What was the exact text of your pop-up error message? The "All Setting" command requires entries in a certain format. Variables are only A-Z and a-z, and they can only be set to positive numbers, so for example "A-10" will give an error (because "-10" is invalid), as will "@10" (because there's no "@" setting).
High level arena types (such as "F" for Forest, or "U" for Ultimate) as selected through the "Shift+F2" command, are each implemented by changing a subset of the 52 low level variables in "All Settings" appropriately. Therefore changing the arena type may clobber settings you've altered in All Settings.
However, if you don't change the arena type, then the All Settings values shouldn't change. In fact, if you change a low level setting that's controlled by the current arena type, the game will notice that, and the arena type will be turned off for you, i.e. the arena type in "Shift+F2" will be blank which means don't touch any settings for future games.
If you're not changing the arena type, and a low level setting is still getting changed, then I'd be curious as to the steps you took to encounter that. In other words, after changing "e", what exactly did you do in your next game or two, and at what point exactly did "e" get set to 0?
My statement above is accurate. :) It is true that, "Successfully allying with one person (through you giving items or you using the propose alliance command) makes you an ally with their District partner and other allies as well." However, that only makes YOU an ally with their District partner and other allies, and it doesn't create any new allies for your District partner or for your other allies. The issue with your game is it happened in reverse: The D4 Girl offered an alliance to you, which made the D4 Girl allied with you and your District partner. She got in YOUR alliance, but you didn't get in HER alliance. :) That means to get in with the Careers, always requires the new person to give or propose to an existing Career, and not the other way around.
In the hunger.ds file, the line starting with "SetStrings %ZNameB" contains the random tribute names. There are 5 names per position, i.e. 5 D1 Female names, then 5 D1 Male names, and so on until finally 5 Mutt names. You can't add or insert names without reprogramming other parts of the script, but you can change/replace names. 5 names per position means you can't have Games with more than 10 tributes per District before names start getting repeated.
The custom arena above comes with the download. :) To play in it, copy the file "hunger.bmp" from the "source" subdirectory of the Daedalus install up one level, which will make the Hunger Games script notice and load it. For best results, in the ";" key all settings command paste in "A3C1D12E0F2G1H4I3L1M1O3Q1S100T1U25V1Y2Z0" so other settings look as above.
For custom bitmaps in general, if the file "hunger.bmp" exists in the same directory as the Daedalus executable, then it will be loaded when the game starts. The size of the arena will be taken from the dimensions of the bitmap (which should be square). Inside the bitmap, pixels are interpreted as follows: Green = Tree, Light gray = Mountain, Red = Brick wall, Blue = Water, Yellow = Wasp nest on ground, Olive = Net trap on ground, Black = Primary ground cover, White = Secondary ground cover, Gray = Rock ground cover. For example, given setting "A3", the primary ground cover will be grass, and the secondary cover will be sand (however with setting "A0" the only ground cover available is snow, so both black and white pixels will appear as snow). Other things such as the placement of tributes, the cornucopia, items, and hills are determined by standard program settings independent of the bitmap. Because only a few colors are used, a standard 16 color Windows bitmap is enough to cover them.
When you initiate an alliance, you (but not your District partner or other allies) are made an ally of the person you asked (and are added to their other allies). For example, if you give or propose to a Career and are accepted, then you're in with the whole Career alliance, but your District partner is still neutral to all the Careers. The reverse happens if a Career proposes to you, in that you're only with that one person, and not the whole Career alliance. Therefore after the above you were only with the D4 Girl and not the other Careers, which is why the others were attacking.
Internally, Mutts are a type of tribute, technically from "District 14", just with some different graphics and AI behavior. That's why you can play as a Mutt. Note you can even tame Mutts by giving them items. Mutts won't pick up items on their own, but they will use things like First Aid, armor, and even weapons better than their Teeth if given them. :)
AI Mutts intentionally don't need food, so they can spend all their time attacking/hunting tributes, instead of having to run around searching for Berries and such. Similarly, AI Mutts never pick up items. However, if you play as a Mutt yourself (select "District 14" to do so) then you are treated like a player so have a hunger meter, and therefore are allowed to pick up items.
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.