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.

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Cruiser1
Cruiser1 Sep 30 2014, 11:47am replied:

Tracker Jacker nests aren't items, but rather are landscape features like footprints and launch tube openings. That means like footprints, you can drop an item on top of a fallen Tracker Jacker nest to destroy it. I agree making nests be standard items in the item list would be cool, since then you could place them to protect supplies, mod them to appear in the Cornucopia, etc.

AI tributes and mutts indeed will never step on a nest (assume that's because they can hear the buzzing from a distance ;) but AI will occasionally step on a landmine (mutts especially are easily blown up since they don't treat landmines different from any other square).

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 30 2014, 10:41am replied:

Internally, Mutts are treated as tributes from a "District 14", just they have a different look, starting location, and AI. That means the number of Mutts is always the same as the number of tributes from a District. Therefore if you want 5 Mutts, you unfortunately need to have 5 tributes per District too.

One thing you can do is switch to Audience, and resurrect dead Mutts with the F7 or "a" command. You can also decrease the number of Mutts as the Audience by killing one with the F8 or "t" command. Play a game with 127 tributes from 1 District, and the 127 Mutts you'll get with them may feel like too many! ;)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 27 2014, 11:50am replied:

Yes, container items such as backpacks (which could start with items in them), or non-movable containers like crates in the Cornucopia, were an idea being considered for 3.0. (Scroll back a few pages to see earlier comments about it.)

Cool game story about District 3 taking control of the game using landmines! :) Modifying the properties and placement of items can greatly change how the game feels, which can give lots of replay value. Here's a page showing another example of modified items and the alternative Games they produced: Imgur.com

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 25 2014, 12:20pm replied:

The new video for version 3.0 is much less laggy, and 57M in size for the same length + audio. :)

+1 vote     media: Hunger Games Simulation - AI Demo
Cruiser1
Cruiser1 Sep 24 2014, 11:41am replied:

You can customize the number of inventory slots each tribute has with a short command line: Press Enter, then type "@SInv 20" (minus the quotes) and that will give everybody 20 inventory slots (replace "20" with whatever number).

You can customize pre-game alliances and behavior with another command line: Press "Enter" then type something like "SetString %ZAlly '!!3!567890ABCM'" (minus the quotes) then start a new game. Each character position in the string controls that District (with character #15 being Mutts). If two characters are the same, that means they start out allied. Also, the category of character determines behavior. A symbol means the District is aggressive and always goes toward the Cornucopia or Feast announcements. A lowercase letter means the District is timid and always runs away from the Cornucopia, and other letters (like uppercase and digits) mean each tribute randomly picks. For example, the above is the default, in which Districts 1,2&4 are the same and aggressive i.e. are the Career alliance, while everybody else is unallied except with their District partner and behaves randomly.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 21 2014, 1:20pm replied:

Indeed, multiple tokens per square would require several categories of changes: (1) Engine, such as making it so Daedalus can represent and display them in the first place. (2) Interface, such as handle situations like attacking somebody above/below you, and when two tributes are stacked and you shoot/chat from range determining who to hit, and what to display on the map when two tributes are stacked. (3) Gameplay, such as you fall and land on a tribute how much do you/they get damaged, and getting AI to be aware of and decide among the above. Digging has slight risk if you can break into and fall into a cavern, but it would also allow digging in a circle above a room so that a section of the ceiling falls on whoever's below. :)

3D items that stick up higher than the ground around them would be token tiles like tributes, instead of just textures. Having stacked tokens would also allow 3D items. Or items could be implemented in a completely different manner such as with sprites.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 20 2014, 11:36am replied:

Yeah, the pitch commands don't actually change the angle at which you view, but rather fake it by scrolling the screen viewport upward or downward. Other classic ray casters like the DOOM clone Hexen did similarly. You can at least adjust the pitch slower with the "{" and "}" commands, which I've found useful when making screenshots.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 19 2014, 1:10pm replied:

Yeah, even if rearmed landmines aren't common and don't appear in every game, the fact that the potential exists can make a player nervous! :) The "[" and "]" look up and down commands can help in ensuring there's no deadly orange landmine tokens on the ground in front of you.

Concerning the terrain, I've found I sometimes stumble into Tracker Jacker nests while going downhill, because a short tree with a nest at the top can allow you to run right into the nest itself and get stung (instead of just hearing an angry buzzing above you).

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 13 2014, 3:45pm replied:

Hmm, if the Shift+F10 report showed them with 110/200 food, then your max ally should have eaten the Nightlock when given it. Eating Nightlock is the single highest priority action in the game, so should always be done when conditions allow it. For the next version I've made it so one can always eat Nightlock, no matter how full they are. That way you shouldn't have to keep track of your ally's eating habits before suggesting suicide to them. ;)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 11 2014, 5:38pm replied:

You can change when Feasts take place, however you have to modify your hunger.ds file to do it. Open hunger.ds in a text editor, and go to the line starting with "DefineMacro *Feast". If you want Feasts every 500 turns, then in that line change the two instances of 1000 to 500. Also, to update the announcement that takes place 100 turns before the Feast, change 900 (which is 100 less then 1000) to 400 (which is 100 less than 500).

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 10 2014, 1:16pm replied:

If you give somebody Nightlock and they're full (over 500 food) then they can't eat it right away. You can't eat if you're stuffed, and currently that applies to all forms of food, including Nightlock. I expect that's what happened to you, as I reproduced your experience will a stuffed max ally, and reproduced a successful suicide with a slightly hungrier ally. For clarity, I should update the message if you give Nightlock at F2 when they can't eat it, or else I should just allow one to always eat Nightlock regardless of how full they are.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 9 2014, 8:30pm replied:

The above is expected behavior. Darkness prevents computer tributes from initiating combat from a distance, and from seeing and therefore moving toward objects in the distance. However if two tributes are already fighting and consider each other "enemy", then they can always see each other if in weapons range. That behavior prevents trivial kills at night, by repeatedly attacking somebody from a distance while they can't do anything. In other words, even if it's pitch black, if a rock flies at me from the northeast, I'll attack in return in that direction.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 9 2014, 12:12pm replied:

You write:

>Well, I made the alliance to protect Katniss. Needless to say I lost many allies early due to districts one and two who rushed the cornucopia.11, 8 and Mags were finished off before the rest of us escaped the cornucopia. They stuck near me. 10 attacked the corn with rocks until realizing they stood no chance, retreated with the careers chasing them. I bought my alliance to the corn and we got a few good weapons. 10's cannons shot and the morphlings died too. The careers came back, killig Wiress, Beetee and Blight. I shot Cashmere and killed her which forced them back to retreat. Finnick was lucky though and killed Brutus. Peeta fetched my arrows from the others and gave all but one to me. Then the mutts came and did major damage to me and johanna, but not enough to kill us. Enoboria destroyed district 5 alone with spears and then the other mutts killed district 9. The feast happened, drawing the careers back to the cornucopia so we picked off Brutus. Then I accidentally drowned but the game was to interesting. Enoboria also took out Johanna, but Finnick speared her. Finnick and Peeta were the only two remaining. Peeta ran quickly into a mutt and Finnick followed. Finnick attacked the Mutt while Peeta ran but the Mutt killed Finnick so Peeta won. It was really a fun game to watch and play in.

Cool game story! Peeta won, just as Katniss wanted in "Catching Fire". :) For those who want to try out an alternate Catching Fire storyline themselves, do Shift+F2 and enter "Q" for the 3rd Quarter Quell based arena. Also press ' (single quote) and enter "75" (for 75th HG) for both tribute names and hairstyles. Finally to start with the large non-Career alliance protecting Katniss, press "Enter" and type: $ZAlly '@@XX5XXX90XXCM' (And start a new game afterward.)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 8 2014, 1:34pm replied:

Making traps is a good idea for a future version. :) Snares would provide a way to get food beyond just foraging or fishing, with an interesting mechanic of set the snare then return a while later and see if it's caught anything. Nets as a trap would also be nice, and allow reproducing how Rue got caught in one in the first book/movie.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 7 2014, 9:00pm replied:

Each District is determined by the character at that position. There are 3 codes: Any symbol like one of "!@#$^*()" means a District is aggressive and always runs toward Cornucopia/Feasts. A capital letter or number like one of "ABC123" means a District's tributes randomly pick whether to be aggressive or timid. A lower case number like "abcdef" is timid and runs away.

Also, if two characters are the same, then those two Districts start out allied. There's no official mapping of characters 1-0 to D1 to D10, as that's just a way to make it easy to see which character position is which. For example, "!!3!567890ABCM" behaves identically in every way to "$$Z$YXWVUTSRQP".

The behavior for the Catching Fire book/movie, with D1&2 aligned and aggressive, and D4,6,7,8,11,12 aligned and normal, is "@@XX5XXX90XXCM". :)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 7 2014, 4:20pm replied:

Congratulations on winning the Ultimate arena! :) (Press Shift+F2 then enter "U" to play it.) Yeah, with a Career pack of over 50 tributes, allying with them is wise! With well over 200 tributes seeking gear, the Cornucopia will be completely empty, so the Blowtorch and Pick become useful so you can make new Spears and Bricks.

The ultimate arena is a desert to emphasize its consistent challenge: Little cover except the occasional pokey cactus, and little water.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 7 2014, 2:31am replied:

The Catching Fire clock arena is only meant to look like the 75th Hunger Games, and not necessarily reproduce the characters in it. However, with a simple command line you can set pre-game alliances in any arena. :) Press "Enter" then type something like "SetString %ZAlly '!!3!567890ABCM'" (minus the quotes) then start a new game. The string defines which Districts start allied with each other. Each character position corresponds to that District (with character #15 being Mutts) in which two characters the same means allied. Also, a symbol means the District is aggressive and always goes toward the Cornucopia or Feast announcements. A lowercase letter means the District is timid and always runs away from the Cornucopia, and other letters (like uppercase and digits) means tributes randomly pick. The above is the default, in which Districts 1,2&4 are the same and aggressive, i.e. are the Career alliance. (Everybody else is by default unallied except with their District partner and behaves randomly.)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 6 2014, 11:10pm replied:

Breaking out of the arena is the "Mockingjay" achievement as listed on Astrolog.org - As the final listed achievement, it's perhaps the hardest to accomplish! The arena is strong, so simple actions the Capitol expects you to take won't work. Try using something a bit less common with a lot more power, that can be dangerous to yourself as well as others if not handled carefully. :)

+2 votes     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 6 2014, 1:47pm replied:

1: Hello JeonForever! District 4 (Fishing) is indeed strong, especially in an arena with lots of water. However the other Career Districts also have multiple favored weapons. District 4 doesn't get sponsors more often than any other District. (District 1 has the bonus of getting gifts more often.)

2: Yes, you can customize the game in many ways beyond the game's user interface. :) Edit the file "hunger.ds" in your Daedalus install directory, and you can rewrite many parts of game. For example, press "Enter" to bring up the console, and type "@SHp 20" to double tributes' max hitpoints. See Astrolog.org for details on modifying Daedalus scripts.

3: The new version 3.0 has Feast events every 1000 turns, which add supplies to the Cornucopia. :) Feast announcements cause many tributes to start heading to the Cornucopia.

4: Natural disasters is something I'd like to add too. Strong tributes can be weakened if they run into Mutts, or if you lead Mutts into your enemies. There's also a slight chance a weak tribute will get a great sponsor gift like a Gun or Body Armor, which can quickly make them stronger.

5: Version 3.0 introduces a "come here" chat command, which is something new you can do with other tributes. See Astrolog.org for exactly how alliances work and how to form them. Forming alliances with enemies who have already attacked you is almost impossible. It's best to form them with neutral tributes. Remember that no alliance lasts forever, so you may want to turn on your allies before they turn on you. ;)

+2 votes     media: Hunger Games - Tracker Jackers
Cruiser1
Cruiser1 Sep 5 2014, 6:23pm replied:

In the default clock arena, all launch platforms are next to shallow water, so all tributes will be able to wade to the nearest spoke. (Press "Shift+F2" then enter "Q" to see this arena in action.) However, if you increase the launch platform distance, then the platforms will be surrounded by dark blue deep water on all sides, which will indeed make most tributes afraid to move. That can be remedied by giving all tributes a "flotation device" to start, so they'll be willing to swim. (Press ";" then enter "U35J7", and start a new clock arena to see this larger clock in action.)

+1 vote     article: The Hunger Games Simulation: Version 3.0 Released
Cruiser1
Cruiser1 Sep 5 2014, 5:55pm replied:

Yes, the Hunger Games Simulation version 3.0 is available now on this site, so this is no longer just a preview screenshot! :)

+1 vote     media: Hunger Games - Rolling Hills
Cruiser1
Cruiser1 Sep 5 2014, 12:16pm replied:

Congratulations on winning a game that lasted nearly 5000 turns! It's cool when hiding and exploring can be as exciting as combat. :) For those who want to change weapon damage, edit the "hunger.ds" file and change the damage numbers in the line starting with "SetVars %JDmg %JMax".

Tributes avoid and withdraw from combat more now if they're overpowered (i.e. enemy's health and weapon is significantly better), which results in more exploration instead. Another way to reduce starvation factor is to increase tributes' max food from 500 (Press "Enter" then type "@SFood 1000" or such and start a new game). Note if a tribute has more than 2000 food, AI won't even bother pathing toward and picking up food items.

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Sep 5 2014, 1:48am replied:

Thanks for your appreciation, and glad you're liking version 3.0 after waiting over 10.5 months since the last version! :)

Yes, different strategies are more effective in arenas with more tributes. I agree the Careers are stronger in such games. A normal Career pack of 6 becomes a pack of 54 in the "ultimate" arena (Shift+F2 then enter "U")!

The item "Bread" (in honor of Peeta ;) exists in both version 3.0 and 2.5. It was called the more generic "Food Ration" in 2.4, but otherwise behaved the same.

There's no user interface option to change the length of the day/night cycle. However you can adjust it with a hunger.ds file mod: In the line starting with "DefineMacro *Day", change "@w 25 @i Max Sub Mod Max @p 0 200 50" near the beginning to "@w 50 @i Max Sub Mod Max @p 0 Mul @w 8 Mul @w 2". That will double the length of everything, e.g. day and night and their transitions will take twice as long. (You can change the "@w 50" part to whatever timing you want.)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Aug 27 2014, 11:44am replied:

You can't change inventory size in the current version, because the value 10 is hardcoded in too many places in the interface and AI. Version 3.0 places inventory size in a single variable that everything looks at, which can be changed with a simple command line. :)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Aug 26 2014, 6:08pm replied:

Individual tribute customizations will include setting their name, and selecting among 10 different hairstyles. There are no stats, beyond the hardcoded District bonuses that each tribute from a District has.

There are also some collective stats that can affect all tributes together, that can be changed with a simple command line. For example, define which Districts are allied from start of game, and which Districts are aggressive (always run to Cornucopia), cowardly (always run away from Cornucopia), or normal (randomly choose). The default is 12&4 are allied and aggressive, and the rest are unallied and normal.

Some general variables include the max hitpoints tributes start with, the max food they have, and the max size of inventory. Games feel very different and require different strategies to win if everybody has 2 hp vs 100 hp, if your inventory size is 3 instead of 25, and if you have only 100 food (starving during the bloodbath) vs 5000 food (and can ignore food the entire game).

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Aug 25 2014, 12:06pm replied:

The color palette randomly changes every turn, so the whole experience is rather psychedelic. :) Also, more than just colors are changed: Look closely at the D11 boy, and notice how his texture is flipped from left to right.

+1 vote     media: Hunger Games - Tracker Jackers
Cruiser1
Cruiser1 Aug 20 2014, 5:57pm replied:

Yes, press Shift+F2 and enter "2" (for 2nd Quarter Quell) for the arena type, and you'll get as close to Haymitch's Games as possible. :) That automatically selects 48 tributes, forest with mountains and meadows, and the arena forcefield being behind shrubbery. With a quick command line you can also make all berries be poisonous Nightlock (by preventing normal Berries from appearing anywhere in the wild).

+1 vote     media: Hunger Games - Tracker Jackers
Cruiser1
Cruiser1 Aug 19 2014, 10:03pm replied:

I haven't added custom map file import yet, so they may not make it, especially since I'm trying to finish up everything else. Since it's only a different form of arena creation, it could be added later by just updating hunger.ds appropriately (without needing a new Daedalus release).

Something already added that might partially cover this idea are the new "Gamemaker" Audience commands. You can place and remove any item, delete obstacles, and move Mutts, which offers a certain amount of arena customization beyond the standard randomly generated arenas. :)

+1 vote     game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Aug 18 2014, 4:09pm replied:

No, Daedalus doesn't update itself automatically. Once released, you'll just need to download the new version of Daedalus (which will come with the new Hunger Games script) from IndieDB or other sites like it: Indiedb.com :)

+1 vote     media: Hunger Games - Tracker Jackers
Cruiser1
Cruiser1 Aug 17 2014, 2:05pm replied:

There's a maximum of 255 slots for tributes and Mutts. The highest number of actual tributes in a 3.0 game is 234 (13 Districts x 18 tributes per district = 234 tributes + 18 mutts = 252 creatures total which fits within the 255 limit).

+1 vote     media: Hunger Games - 2nd Quarter Quell
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