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.
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.
Hmm, the Sun and clouds are in the exact same position in both images, so they shouldn't appear 3D (set forward or backward) to any degree. However, you may get a different effect looking cross-eyed (forcing the two images to overlap) versus looking at the two images independently by each eye (say through Google Cardboard). You can swap the left and right images with each other in Daedalus, which may improve how you see the 3D effect.
The arena in version 2.4 was always 100x100 squares (although the arena *radius* was indeed 50, which is technically still the default). Custom and random arena sizes were added in version 2.5. Have you made any interesting custom arena maps (introduced version 3.1) that you'd like to share?
As the game demonstrates, many features are developed and improved in steps over time. It will be easier to create cave arenas, than have arbitrary multiple objects on top of each other. Therefore it's likely the former will be implemented before the latter. :)
Hee hee! It's a screenshot and release notes from a future "version 28.8" of the Hunger Games Simulation. ;) Well, games and other programs are improved one version at a time, so let's finish up the upcoming version 3.2 first, and go from there. :)
This game has changed much over its versions. For example, try playing version 2.4 again with its limited landscape and items for comparison. (In the current version, you can simulate playing version 2.4 by pressing "Shift+F2" and entering "4" to get the retro version 2.4 arena type.)
It looks like you changed the food recovery when starving from 100 (the current default) to 0. That will make it so you don't recover any food when taking starvation damage, and continue to lose one health a turn. Of course, having only 10 turns to find food is little different from just dying at 0 food. Real starvation tends to be a gradual weakening process, however variables like the above are indeed fun to play with. :)
Yes, currently computer tributes will fail to notice and therefore walk into nests/traps/landmines 10% of the time. That can be increased by pressing "Enter" and doing something like "@STrap 20" to increase that setting to 20%.
The Net trap percentage and tracker jacker nest percentage (controlled by settings "t" and "w" in the All Settings command) indeed currently place them everywhere. Yes, I've updated the next version so they won't be placed in the starting area between the platforms and the Cornucopia. :) (Custom arenas still allow you to do so, such as the Net traps that form the District numbers in the custom arena that comes with the program.)
Yes, you can add tributes and mutts to the Hunger Games Simulation by pressing the colon key (":") and entering the numbers of tributes and mutts you want to have in the next game. :)
I appreciate your enthusiasm! :) However, the next version is at least a month away, and probably closer to three months, given the state of development of various features, combined with expected time available to finish them.
The Daedalus engine already supports shaped textures or textures with transparent areas, but they involve a color bitmap (for the actual texture colors) combined with a monochrome bitmap (to act as an alpha channel or mask indicating which pixels are transparent). That in effect is already used in the current textures, in which the color is all black, and the masks indicate where to place the blackness. That's why there's different color trees, different color mountains, and different color footprints on the ground: There's only one tree, one mountain, and one footprint texture, but it's overlayed over the existing variable tree/mountain/ground color.
The idea of having a special alpha channel transparency color would be useful for custom textures. It's more complicated for a user to have to create two bitmaps, and sync them with each other. Instead just have one color bitmap, in which white or some other specific color is used to indicate transparency.
Yes, you will be able to add your own sounds. :) Any Daedalus script can invoke a sound file. Sounds can play synchronously (program waits until sound finishes) or asynchronously (so you can still move and such while the sound is playing). Daedalus also has a sound delay value, so playing multiple asynchronous sounds in rapid sequence will play a bit of each before starting the next sound. That way I jump into water (*splash*), ack I can't swim (*choke*), ouch somebody threw a rock at me (*ouch*), two people died (*cannon* *cannon*), hey a sponsor gift (*chimes*) won't be a missed or a garbled mess.
Currently there are 21 different sounds in the game. They include sounds for taking damage (which are different for men, women, and mutts). Every important yellow or red text message has a sound effect. Since sounds are stored as external files, and invoked by the script, it will be easy for one to add new sounds. :)
Indeed, that's another subtle thing that the book/movie does, that this game could do too. :) Note that currently death indications are combined with cannon messages, e.g. "BOOM! A cannon fires... X has died." To do the above would mean separating them. For example, when fighting in the Bloodbath, somebody nearby dying is very significant and should still be displayed (although just locally to those in the area). Beyond that, delaying Y cannon firings until turn Z, is very similar to how the "The Fallen" movie projection works.
Currently, sponsor "favor" (i.e. probability of sponsor gifts) is based entirely on kill count. If you kill other tributes (or Mutts), then you're more likely to get goodies. (There's also an extra bonus percentage for District 1, since they're rich.)
What you suggest above is similar, but more complex since it detaches favor from kill count (tracking them separately). For example, I've considered that if you kill somebody, you should gain favor based on their strength, i.e. effectively steal their kill count. Killing some skinny kid hiding in the woods is less impressive than taking out one of the vicious Careers. Think of the Quickening in the "Highlander" movies and TV show, which is effectively a Hunger Games among Immortals. ;) "There can be only one."
Yes, I am considering it. :) It's indeed a complex addition, so would mostly likely be implemented over multiple versions, similar to the evolution of scenery and chat messages. Stats can do similar to what you've said above, including but not limited to:
Strength: Weapon damage, carrying capacity, dig and chop down trees faster.
Dexterity: How often you hit or avoid getting hit, ability to entrap with Nets or avoid Nets.
Constitution: Max health, reduce damage from poison and falling.
Intelligence: Know coordinates of area (like D6), keep track of information about how many tributes are left, activate landmines faster.
Wisdom: Perception to be warned when tributes are no longer your ally, be warned before stepping into forcefields, active landmines, and Net traps.
Charisma: Ability to make alliances easier, allies follow you more when you give commands, more sponsor gifts.
You can come close to Haymitch's victory by throwing a weapon at a forcefield at a 45 degree angle, so it bounces off and hits another tribute. Do that to take out the last tribute, and get the "Haymitch Victory" Achievement described at Astrolog.org
Tribute ability stats, customization with training points, and training scores would indeed add a lot to the game. :) I've played a lot of D&D over the years, so would mostly likely base stats on D&D's "standard 6" of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma: D20srd.org
To reset names in the middle of a game, press the "'" key (apostrophe) and enter just a "," (comma) for the tribute name. In summary, blanking the name field to the empty string will reset the current tribute to the default "District Number Gender" string, and a comma separated list will name all tributes. Therefore, just a comma will name all tributes to empty strings (i.e. the default names).
To make all tributes in future games have default names, use the ";" key all settings command, and enter "s1". Making the tribute names setting "s" be 1 will initialize all tribute names to the empty string at the start of each game (like they are when the script is first run).