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.
Good idea. :) That would make it easier to play in the middle of the night (or in the upcoming fog environments). Depending on the action, the text should just mention "someone" does whatever action, or else mention the tribute by name such as "The D1 Male" does whatever. Actions like talking should always be qualified by name since it's apparent who's doing it, however something like picking up an item sounds the same for everybody. To get really fancy, line of sight should be considered. Picking up an item can be qualified by name if you can see them, but not if they're behind a hill or tree or in the dark.
No, the Hunger Games Simulation is single player only. Being turned based, it doesn't fit a multiplayer model very well, since there would be waiting upon other players to finish their turns. (At least it's turn based normally, as Indiedb.com indicates.) Besides, one of the main features this offers over ordinary multiplayer deathmatch games, is being able to fight intelligent AI. :)
The density of trees is a setting you can customize. :) In the ";" key "All Settings" command, variable "T" indicates the tree density percentage ranging from 0-100, e.g. enter "T5" and start a new game and there will only be half as many trees. Also, setting "F" determines how forest is laid out, e.g. enter "F1" and only half the terrain over grass will be forest and the other half will be open field, like you suggest above. See Astrolog.org for more details on these and other settings.
No, this is a preview screenshot from the next version. The dual display from slightly different perspectives is an upgrade to the "Daedalus" engine, so it isn't available in the current version.
It depends on what you want to replace the images with? Currently, the fallen image is copied from the tribute's token texture, so it looks the same and has the same hairstyle and all. That means there isn't a lot of code needed to create a completely new image.
Crossing your eyes isn't harmful - after all, we do it all the time when looking at things close by. When looking at the stereoscopic 3D image above with my screen at arm's length (2 feet away) my eyes are effectively focused on an invisible object 1 foot away. See pages like Health.howstuffworks.com and Answers.yahoo.com for more info. That said, looking "cross eyed" is just a simple way to quickly see the 3D. For more extensive use (like playing full games in 3D) you may want to use a Google Cardboard setup or make something like it.
You can see the stereoscopic 3D effect even in the small screenshot above. Look at the double image, and notice there are two suns. Now look slightly cross-eyed, so the images double, and there will be four suns. Adjust your cross-eyedness and the tilt of your head so the two middle suns perfectly overlap. There are now three images. Gaze at only the middle image, and it should appear 3D like a 3D movie or random dot stereogram. For example, the D6 Girl should appear to be right in your face, and the D8 Girl also nearby. You can play the entire game in this mode. For example, you may jump out of your seat when you see an enemy throw an axe at you, as the animating axe seems to be flying out of the screen into your face! :) For more info and examples on stereoscopic images, see this video: Youtube.com
A compass and GPS are already in the game: Just play as District 6 (Transportation) and you get those abilities innately. Having items provide such abilities to other Districts is an interesting idea, which suggests being able to do the same with other Districts too. For example, have a Flippers item which allows swimming in deep water without having to wield a Club (D4 specialty), have a Portable Lightning Rod item that allows you to avoid taking damage from forcefields (D5 specialty), have a cosmetics kit that makes you more appealing to sponsors and get sponsor gifts more often (D1 specialty), and so on.
Currently all water is at the lowest Z coordinate in the arena. Having waves and such means water at higher elevations, which would open up a number of new possibilities. For example, rivers that flow downhill, waterfalls, and lakes nestled at high locations. If you dig at the edge of a high lake, you could make a canal to lower elevations, draining the lake and flooding lowland areas. :)
The "lead the way, partner" phrase isn't new, but is rather what a "close ally" (such as your District partner) says in the existing version when you use the "come here" command on them ("C" hotkey).
However, the "come here" command is part of the new leadership ranking that will be in the next version. If the command is used on a tribute right next to you (meaning they're already by your location so "come here" doesn't make sense anymore) then you'll make your leadership higher than them if they were higher than you (so they'll tend to follow you around) or else you'll abdicate leadership if you were higher (so they'll no longer follow you).
Yes, allied tributes have a tendency to stay near each other, which means they already hunt in packs. This is true no matter the arena size. However, allies aren't forced to stay together, so there may be times when members separate from their pack (e.g. to scout, patrol, ambush, etc) only to rejoin the pack later. In the next version, tributes will have "leadership" scores and pack members tend to follow whoever the leader currently is, which means packs tend to stay together a bit more than in the current version (since there's a stronger magnetic pull to the leader).
The Hunger Games Simulation gets a new release once enough things have been added to be significantly better than the previous version. The most recent versions (2.4, 2.5, 3.0, and 3.1) came out in Mar 2013, Oct 2013, Sep 2014, and Jun 2015 (periods covering 7, 11, and 9 months to give an idea of how long it usually takes). Remember this game is distributed with Daedalus, so the most recent Daedalus release notes at Astrolog.org might be of interest. Note it lists 20 different bugs in the Hunger Games Simulation that have been fixed in the latest version 3.1. :)
I've added a new setting to the next version, which will make dead tributes respawn as Mutts, arising in the location they died. That allows simulating a zombie apocalypse, in which Mutts act as zombies. :)
No, you can't have dead tributes automatically respawn as Mutts in the current version, at least not in the same spot after a few turns which would simulate a dead person rising as a zombie. What you can do is have (for example) 50 Mutts released into the arena after 200 turns, by entering a string like "m50n50o200" in the ";" key "All Settings" command.
For the next version there's a new setting that will make the number of Mutts released at whatever turn be equal to the number of dead tributes. That allows better simulating Katniss' 74th Hunger Games and the Mutts in it that represented the tributes that has been killed so far. However, there's no automatic rise as a Mutt in the same location feature, although that's a cool idea for zombie apocalypse simulations. :)
To have only Axes, Knifes, and Guns in the game, in the ";" key "All Settings" command, enter "a1067008b1067008c1067008d1067008e1067008" (minus the quotes), then start a new game.
Guns by default are energy pistols with unlimited ammo. To make then require collecting Bullet items that can only be fired once, press "Enter" key to bring up the low level Daedalus scripting console and type "SetVar Add %JUse %JGun 9". Also change the "All Settings" string above to "a1067016b1067016c1067016d1067016e1067016" so Bullet items are generated too and can be picked up.
Yes, AI considers the option to climb trees any time that it's next to a tree, however it usually ranks other actions as higher priority (such as moving to search for food). Even without sleeping in the game, AI could be programmed to prioritize climbing a tree at night, and then descending in the morning, to wait out the darkness. (I've seen human players without Nightvision Goggles choose to do that.)
Yes, computer tributes can and do climb trees. :) However, since there are no items up in trees, or obvious mechanical advantages of doing so, they don't climb very often. For example, when an enemy is chasing you with a melee weapon, if you climb a tree, they'll follow up behind you. Also, if you block a tribute (ally, or weak enemy that flees from you) at the end of a narrow box canyon, they'll climb to get away or because they have nothing else to do.
No not yet, but when I do add things like this, new screenshots will be posted showing off the new features. :)
Yes, the general design philosophy of the Hunger Games Simulation is that anything you can do, computer AI tributes should be able to do too. :) AI may claim leadership from you or from each other. If they take it from you, you can always use the command again to take it back, which simulates arguing for who should be leader. Note if you use the command when you're already a leader, it can be used to pass on leadership to somebody else (such as you no longer want to lead, or some tribute gave you leadership when you didn't want it).
Yes, wild animals would be a nice addition. They'd be like mutts, but weaker and less aggressive. If you hunt and kill the animal, it would leave a body which can be eaten (and presumably needs to be cooked first, although note that presently Fish don't need to be cooked). The existing Net traps would then be able to act as snares to help you catch them.
For an existing example of light sources at night, press Enter and type "@SCorn 3", and notice in new games that the Cornucopia and launch platforms will be lit up at night. :)
Ok, for the next version each tribute has a "leadership" number. The default is for "aggressive" districts (i.e. Careers) to have higher leadership than "normal" districts, and within those categories leadership starts out random. If you use the "come here" command when an ally is already right next to you, that will set your leadership to one higher than theirs, so they will tend to follow you around (unless of course an ally with even higher leadership is nearby). That means if you want to become alliance leader, then you need to do that with each of your allies, to ensure you have the highest rank and everybody follows you. :)
Sometimes you really do just want an ally to come to your location once. However, a more long term "follow me" request option would be useful too. Internally, all tributes have a waypoint they head toward when not doing anything else, and the "come here" command just sets that waypoint to your current location.
Also, allies are attracted to each other, but each alliance has a "leader" everyone follows so that packs will actually move around instead of always hover around each other. The leader is always the earliest tribute (e.g. Careers follow the D1 Girl around preferentially). Play D1 Girl yourself and allies will follow you around much more than if you're say the D12 Boy.
A command that would allow you to declare "I want to be alliance leader" (or "I no longer want to be alliance leader") would be useful too. Of course, anything you can do AI should be able to do as well, so it would be nice if other tributes would ask you or others to follow them around, or have others try to declare themselves alliance leader at times too. :)
No, not easily: The way to start would be to replace "MTree" in the command line with "Add MTrib 0", where "0" is the tribute index (0=D1 Girl, 1=D1 Boy, etc). However, tributes/mutts are harder to make look good, because tribute bitmaps are always changing, as they wield/wear different weapons/armor, as their health changes, and even when you select their hairstyle. Each tribute bitmap has other smaller bitmaps being copied over it at fixed pixel coordinates (so the new texture really needs to be the same size). Also, solid bitmaps may not look as good, since the existing transparency makes it easier to see past tributes in crowds.
As you apparently found out for your other question, for Daedalus command lines press "Enter" then paste in the command line text to run. For these command lines that change textures, you can also make them permanent by adding them to your hunger.ds file, in the second to last line right before the line saying "*FStart".
The script constants JGre, JBlt, JPck are the object item indexes for Grenade, Blowtorch, and Pick weapons. The indexes are defined in the same order as their full strings are listed elsewhere. In other words, search for the script line starting with "SetStrings %ZObj %JMax" to see the object list in English.
The previous discussion about making custom bitmaps be textures in the game can be read on page 29 here (read the thread started November 17, 2014 for examples of how to update the tree and axe item textures): Indiedb.com
You've been posting here since 2013. :) I'm impressed that the Hunger Games Simulation has kept its charm for two years now, which is a long time in the video game world! Indeed, I've described the Hunger Games Simulation as like a board game before, given its turn based grid architecture, although it's really a Roguelike genre game just played in first person: Roguebasin.com - The above are all great suggestions that have been considered and are "on the list" in one way or another, but since they are significant enhancements it will take time to add them, which is why releases are generally months apart. :)
Thanks! :) I became a HG fan after seeing the first movie, which inspired me to read the trilogy. I've always found "last person standing" contests interesting, e.g. I've been a fan of the TV show "Survivor" since its first season. More info about me including a link to my personal Web site is at: Indiedb.com
Nice! :) Note you need to remove the space between settings "Z" and "a" when copy/pasting into the Hunger Games "all settings" command dialog, which will give an error if passed the space character.
If you want a total random arena, there are a few more settings you can change for the second arena. Add in B4G240O6S0f0h0i0j12 and you can also randomize the day/night cycle, landscape transparency, tribute arrangement, arena size, max food, max health, max inventory, and hill frequency. Of course, random isn't necessarily better, such as one might not want "S0" since that will occasionally create a very small size arena.
This can't be done in the current version, however it's an easy modification. :) The number of fallen tributes is easily computed (it's simply total tributes minus current tributes, which are the two tribute count values on the status line in the game). The game simply releases that many Mutts, instead of the number in setting variable "n". I've indeed added a new setting for the next version which does this. :) You just need to have the total number of Mutts (setting "m") at least equal to (total number of tributes - 2), e.g. for a 24 tribute game, there may be up to 22 Mutts released if it happens at Final 2.
For the next version, I've added preset arena "R" (standing for Random) which will set every low level setting that has a "choose randomly" value to do that. For the current version 3.1, to have new arenas be as random as possible, press ";" and enter the following:
Guest, your settings make for a nice challenge, with max difficulty ("q3") so you don't even know how many tributes are left unless you keep track yourself, combined with low health ("h3") and small inventory ("i4"). :)
Tribute hairstyles are already randomized every game. The only time tribute hairstyles don't get randomized for a new game is with settings "s2" or "s3", which give tributes the fixed names (and fixed hairstyles) like those the tributes had in the 74th or 75th Games.