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.
Thanks! Right now the game is #9 (top 10. :) Of course, the ranking is updated every hour, so it can rise or fall dramatically over time. I doubt the next version can be released before summer, but maybe early summer is doable.
Yes, I'm pleased that the Hunger Games Simulation has become more popular recently too. :) I remember the first time it broke into the top 100, which was on Nov 22nd, 2013 not long after posting version 2.5. The highest I've ever seen it get was #5, which was for about an hour on Feb 26th a few days ago. Thank you very much for your congratulations, and many thanks to everybody who has visited, downloaded and played, given a review rating, or posted a message here! :)
Well, this simulation has already been out for two years (released 3/2013) and has been on IndieDB almost as long. It was downloadable here back when the official sounding "The Hunger Games: The Videogame" got renamed, and didn't get notice then. I don't see this game ceasing, because if necessary even the few parody and "fair use" Hunger Games references can be easily changed - anybody can go into a text editor and just replace "Hunger Games" with "Battle Royale" or whatever. Similarly, any author of the numerous HG fanfics out there can quickly search and replace "Katniss and Peeta" with say "Candis and Peter" in the case they were to get notice on their fan work. :)
Thank you! Game developers should indeed be careful concerning such issues. You're likely to get notice if you title your game something generic like "The Hunger Games: The Videogame", because that implies your game is officially sanctioned. In that case they almost have to give notice to protect future use of their own trademark. It's much better to call your game something unique like "Happy Games" or "The Final Stand" or "Daedalus", or at least have proper indication that you're inspired by yet unofficial, e.g. books available on Amazon such as "The Hunger Games Companion: The Unauthorized Guide to the Series".
Technically, this program isn't even named "Hunger Games". It's named "Daedalus". The "Hunger Games" part is just an external script, a human readable plain text file that gets loaded into Daedalus. Still, the script acknowledges that it's inspired by the series (and related survival stories such as "Battle Royale" - there's a "Battle Royale" inspired mode in the game too). Also the game is free, and beyond that everything is open source, so there's no money being made or any content withheld. In that sense this is similar to any other fan work, such as a publicly posted HG fanfic story, an uploaded Minecraft level that somebody chooses to call "Hunger Games", or a YouTube video somebody makes about the series.
The next version is progressing. :) Some of the new things added to it:
- Added "The Fallen" movie projected in the sky each night (see image).
- Added late game lava firewall to herd tributes to Cornucopia (see image).
- New command to help free a tribute from a Net.
- Net objects can be set as traps on the ground.
- 9x as many chat responses. They vary based on whether tribute is "aggressive", normal, or "timid", and whether they're stronger, roughly equal, or weaker than you.
- Random naming option to give everybody a District appropriate name, e.g. play D1 Girl and get a luxury District name like Crystal, Jade, Pearl, Gloria, Dazzle.
- Fixed 13 different bugs (most minor enough that nobody's noticed or reported them yet. :)
This video shows several types of tribute alliances. The Game starts with Districts 1, 2, and 4 all allied (the "Careers" as in the books). At 0:27 I get myself added to the Career alliance, after I give the D2 Girl member of it a nice weapon. At 2:46 I break the alliance with the D4 Boy, and at 4:43 I break with the D2 Girl. At 8:22 I fight the D2 Boy, who I'm now no longer allied with after I attacked his District partner. :)
In the current version the number of Mutts is always equal to the number of tributes per district. Version 3.1 will indeed have a separate "number of mutts" setting, to allow greater or fewer than the default. :) You can play with zero Mutts if wanted, and up to 231 Mutts in a standard game (24 tributes + 231 mutts = 255 maximum living creatures).
So you played a game with 127 D1 tributes (which also means 127 Mutts)? [Press the ":" colon key and enter 1 for District count, and 127 for tribute count, to play this scenario.] With only one District present, combat is slower since everybody starts out allied. D1 has barehanded fist as one of its specialized weapons, so will punch more often than other Districts. You're right that other Districts will punch too if cornered by enemies, since they have no better action to take.
The Blowtorch weapon could potentially start fires. :) Burning a tree could spread to neighboring trees each turn or two, and spread across grass squares (but not sand, snow, rock, or water squares). Simple fire would burn out eventually, and could be passed through for finite damage. That makes it different from the more lethal and permanent Gamemaker lava walls.
An item that periodically generates food could be a Net trap, which catches squirrels or some sort of game for you. Fire should remain brightly visible at night, which is one minor Daedalus engine enhancement new to 3.1, to allow fog/night effects to not apply to certain spaces.
Indeed, this game is also frequently compared to Minecraft. Minecraft, Roblox, and Daedalus (which the Hunger Games is built on) are engines that readily allow custom or randomly generated environments, along with scripting to control player actions in those environments.
Thanks, this is the first event added (after Feasts) designed to draw tributes back together. :) Another idea is to spawn new Mutts, which can also drive tributes to the Cornucopia. Flooding the arena with water is another idea, but that would likely cause tributes to climb the nearest mountain and hence become more separated from each other (but might still be fun to simulate Annie Cresta's Games).
Presently the setting controls the turn at which the firewall spawns at the edges of the arena (which can be off altogether, right away, or not until late in the game). For many existing settings, 0 means it's off altogether, and a high number (e.g. 5 for @SGM above) means choose randomly between 1-4.
There should also be different dialogue based upon your relative power. With three personalities (aggressive, normal, and timid) and three relative powers (stronger, equal, weaker) that results in 9 potential messages for each alliance category.
For example, with respect to enemy tributes, a timid tribute with great gear and lots of health might say "I'm only doing this so I can go home again." Meanwhile, the injured but aggressive Career they're fighting might say, "I'll fight until my last breath!" A powerful Career will confidently say, "I'm coming for you!" Meanwhile a weak timid tribute says, "Please don't kill me!"
I'm still looking into custom maps. :) The easiest way to handle it is have existing settings still determine the arena in many cases, such as the configuration of the Cornucopia and launch platforms. However a custom bitmap can control arena aspects that are currently decided by random, such as blue pixels for water, green for trees, gray for rock, red for brick walls, etc.
A nice thing about the Hunger Games Simulation is that each game is different. Indeed, there may be Games where all the Mutts are killed early, and other Games with the same settings may end with many ravenous Mutts chasing around the final tributes. :)
The default setting is that all Feasts drop 9 First-Aid Kits and nothing else. However, you can change this by pressing ";" and entering "X33" (which will cause Feasts to give out random items, which may include Body Armor) or "X29" (which will cause Feasts to give only Body Armor).
Congratulations on combining the "Ultimate Victory" achievement (winning the "ultimate game" accessed by "Shift+F2" then enter "U" for arena type) with "Foxface Victory" achievement (no kills)! :) I assume vanilla means standard 3.0 with no mods?
Yes, with 18 tributes per District, the Career alliance has 54 people, so should always take over the Cornucopia. Destroying items with a Blowtorch can be a good strategy, if you can get to them before they're picked up. There shouldn't be Body Armor at feasts without mods, so if you see one a lucky tribute got it as a sponsor gift. Having Mutts live to the end of an ultimate game is uncommon, because the Mutts are outnumbered 13 to 1 by the 100's of tributes so usually get killed off earlier.
You're missing a final single quote at the end of the string above. It should be: SetString %ZAlly '!!34567890ABCM'
With double quotes (which should be removed) surrounding the entire command line it looked like: "SetString %ZAlly '!!34567890ABCM'" (due to the variable width font it may not be obvious that it's a single quote followed by a double quote).
There's a tutorial for modding The Hunger Games Simulation at Indiedb.com which covers command lines and the "hunger.ds" script file that contains the game.
Remember that some settings or changes require you to start a new game before they take effect (Press "F2" or "Shift+R"), while changes to "hunger.ds" sometimes require restarting the game altogether. If there's something you're trying to do, mention exactly what you did and what the results or error messages were, and we should be able to give advice on what to do. :)
The above isn't just fire but lava too, which doesn't burn out and can therefore advance over sand, snow, and even rocky terrain. The wall of flaming lava starts after enough turns have passed (2000 in the game above). However it's configurable too, so you can have it from the very beginning if you want a super short game. The fire wall advances one square every two turns, quickly but enough to outrun it while having the option to do things like pick up items. Tributes may get incinerated if they get trapped in a box canyon, or caught in a Net. Tributes can burn down trees with a Blowtorch, but such fires don't spread. That's very different from this Gamemaker produced lava that may cover most of the arena.
Once the program is downloaded and installed, to actually play The Hunger Games select "The Hunger Games" icon in the "Start / All Programs / Daedalus / Scripts" program group in Windows. Or, in the Daedalus program itself (i.e. when you see that Maze) select the "File / Run Script / The Hunger Games" menu command.
You can easily make all Districts fight each other (with no Career alliance). Press "Enter", then type "SetString %ZAlly '1234567890ABCM' (minus the surrounding quotes), and press OK, then start a new game. This setting is described in detail at: Indiedb.com
You can make District partners start out ready to attack each other with a more complicated command line. Begin a new game, then press "Enter" and type "SwapTexture -1 %BAlly @z kDot kDot Rgb 150 0 0 ColorDotSet kDot @z SwapTexture -1 %BAlly" (minus the quotes again). That will make all tributes neutral to each other with no alliances of any kind in place, and willing to attack their District partner as likely as anybody from another District. Even Mutts may attack each other.
Net traps have been added to 3.1. :) You or AI can set them with the dig command while wielding a Net ("x" hotkey). The Net becomes an environmental hazard similar to Tracker Jacker wasp nests on the ground.
The "C" hotkey is already used for asking a tribute to come over to your location, a new command in 3.0. But yes, using Nightlock to poison weapons is a long considered idea. See idea #3 in the list at: Astrolog.org
Currently the number of Mutts is limited to the number of tributes per District (since Mutts are an invisible "District"). Removing that limitation would allow any number of Mutts to exist or be spawned (up to 255 creatures total, which is another potentially expandable limit).
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. :)
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. :)