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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 @ Hunger Games Simulation (Daedalus 3.4)

This minor update aligns with the release of "The Ballad of Songbirds and Snakes" book and movie. It introduces a stadium arena type which can be used to simulate the 10th Hunger Games, along with tribute names like "Lucy Gray". To play it, press Shift+F2 and enter "9" for the arena type. :)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Hello! :) Yes, I've added a few (admittedly minor) things that will be in the next version of the game. For example, a stadium arena type which can be used to simulate the 10th Hunger Games from "The Ballad of Songbirds and Snakes". However, there's no planned release date at this time, so I can't say that anything is going to happen in the near future. ;)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Yes, it's not difficult to translate the Hunger Games Simulation, since it's entirely implemented within a plain text file. Just edit the file "hunger.ds" in the Daedalus installation folder within your favorite text editor, and replace the English strings that get displayed with strings in your language. :)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Nice video, and good job winning quickly! It's hard to survive after being caught in a Net, especially in the middle of the Bloodbath. :) It looks like you've customized some of the game's sounds to be clips from the actual movie.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Hey there, long time no see! :) Congratulations on sticking with it and finally figuring out how to escape from the arena! :)

To reach the Cornucopia before the opening gong, you don't need unusual arena settings, or at least nothing more unusual than what it requires to escape from the arena...

To get 14 or more hitpoints in a standard arena, which means you might be able to survive a landmine, I'm sure you can figure it out if you just look at things in a crazy enough manner... ;)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

There's a certain amount of player customization available already: You can define each tribute's height, select among 10 different hairstyles, and enter the tribute's name.

However, you can't switch away from block models, and can't have custom bitmap textures for tributes either. That's because tributes should be semitransparent so they don't completely block your view, and that the face of each tribute's block gets automatically updated over time too (specifically as their health changes, and as they wield or wear different items).

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Thanks! :) The Hunger Games Simulation can be considered a stable game at this point. There hasn't been major features added to it since the release of version 3.2 in 2016. However, there will be releases of it in the future, at least for bug fixes and other maintenance. The Hunger Games Simulation is a applet that comes with Daedalus, and I've been doing Daedalus releases since 2001, so it's not going to be completely abandoned. :)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus 3.3)

Glad you like it! :) Version 3.3 doesn't have many visible changes to the Hunger Games Simulation itself. The underlying Daedalus engine was updated, and as a result so was this game. There are however a few minor game improvements you may notice, such as:

Status line will indicate max hp and max food available in addition to current, if the max has been customized to be different from the default.

Turning on textures (Ctrl+F12 or "_" hotkey) will give a warning about no textures available if none of the files are present.

Fixed bug about tributes not responding to feast announcements properly (usually they would always come, and non-Careers would never decide to ignore it).

Fixed misspelling of "Cornucopia" in the feast announcement, which apparently nobody noticed and has been in the game since before version 3.0. Seriously, see this screenshot: Indiedb.com ;)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

No, I'm not working on a "Survivor" game at this time. However maybe I will in the future, because I've long been a fan of the TV series! :) I see a Survivor video game (or Big Brother which is very similar) as focusing on alliances, or a more advanced version of how "The Hunger Games Simulation" keeps track of them. Survivor should track personality types, such as Person A values hard work, Person B is weak and dislikes people who are stronger, Person C has a "anybody but me attitude", Person D is looking for romance, and so on. Those personality types would affect how likely they are to ally, vote against somebody, and vote if they're on the jury. You then do things around camp (like find idols), put forth effort in challenges (and maybe get injured if you're too reckless in them), and just chat with others in various ways, to affect these ratings each day. Note that Survivor could potentially be a text only game and still cover all the above, although 3D graphics would of course be nice too.

Note that Daedalus (which runs the Hunger Games Simulation) also comes with various other games, including accurate simulations of several challenges used on Survivor. There are 10 separate Maze solving challenges, along with a "Survivor Squares" game in which you try to run the other castaways out of room before they run you out of room. :) For an example screenshot, see Astrolog.org

Good karma+2 votes
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

This is a cool thought, although a training center should be implemented in a way that's not only fun for the user, but also has an effect on gameplay in the arena. The training center should involve different stations to practice at, which means there should be subtle differences in gameplay based on what areas tributes choose to focus upon. For example, knife throwing makes you do more damage if you get a knife in the arena, plant identification makes you better able to avoid Nightlock berries, and so on. Being able to socialize, make pre-arena alliances, see what other tributes are focusing upon, and getting a training score, are other elements that should be a part of this.

Good karma+2 votes
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

There are three ways to start the game once setup has been run: (1) Launch the "Hunger Games 3.3" icon that setup places on your Windows desktop. (2) From the Windows shell select "Start / Daedalus 3.3 / Scripts / The Hunger Games". (3) If you're inside the Daedalus engine itself and you see a Maze bitmap but no game, then select the menu command "File / Run Script / The Hunger Games". Enjoy! :)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Battle Royale: This means everybody starts with a different random item (which may be very good, or very bad), and the game takes place on an island, like in the movie "Battle Royale". To do this, press Shift+F2 then enter "B" for the game mode.

Zombie apocalypse: For a good zombie apocalypse scenario, try this: Press ";" to bring up the All Settings command, then type or copy/paste in "D1Y100m125n100!1@1-1=1+1" (minus the quotes) and start a new game. There will be 100 people together in a camp, and 25 mutts to get things started. Try to survive as long as you can, because the number of mutts will rapidly balloon out of control once the camp gets infected! ;)

In general, to make dead tributes immediately rise again as mutts, press the ";" key to invoke the All Settings command, and change setting "-" to 1, i.e. enter "-1" (minus the quotes). For more details on game settings see: Astrolog.org

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

The Hunger Games Simulation is a PC game. That means it can't be played on Android or any other mobile OS. However it can be played within a PC emulator, which is the easiest way to play on (for example) the Mac.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Thank you! :) Version 3.3 doesn't have many visible changes to the Hunger Games Simulation itself. The underlying Daedalus engine was updated, and as a result so was this game. There are a few minor game improvements you may notice, such as:

Status line will indicate max hp and max food available in addition to current, if the max has been customized different from the default.

Turning on textures (Ctrl+F12 or "_" hotkey) will give a warning about no textures available if none of the files are present.

Fixed bug about tributes not responding to feast announcements properly (usually they would always come, and non-Careers would never decide to ignore it).

Fixed misspelling of "Cornucopia" in feast announcement, which apparently nobody noticed and has been in the game since before version 3.0. Seriously, see this screenshot: Indiedb.com ;)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

To make the Feast continually occur at random turns, inside your "hunger.ds" file, insert the line "@Sg ?: Rnd 0 1 800 1200" (whatever randomization values you want, minus the surrounding quotes) at line 330 (immediately after the line "EmbedMacro %FStart". That change will of course disable manually changing setting "g" in the "All Settings" dialog, because the script will now always randomize it whenever a game starts.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Yes, in the Daedalus console you can do any type of expression: To make the feast randomly chosen between turn 800 and 1200, press "Enter" and type "@Sg ?: Rnd 0 1 800 1200". :) However, this only randomly sets the setting once, and won't cause the feast turn to be randomly recomputed each game. That can be done too, although it requires manually modifying your copy of the "hunger.ds" script file.

Unlike the feast turn, the arena size can be randomly computed each game, because arena size 0 being mapped to a random size between 50 and 200 squares is functionality already programmed within hunger.ds.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Some settings have built-in randomization. For example, Arena size 0 (selected via Shift+F2) makes each new arena a random size between 50 and 200 squares. See Astrolog.org for a list of all settings and how they can be randomized. The feast turn rate (setting "g" in "All Settings") is one setting that doesn't have any built-in randomization. However, you can still randomize it manually: Press "Enter" to bring up the Daedalus console, and then type "@Sg Rnd 800 1200" (minus the surrounding quotes) to make the first feast happen at a random turn between turn 800 and turn 1200. :)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Yes, I've long been a fan of the TV series "Survivor"! :) I see a Survivor (or Big Brother) video game as focusing on alliances, or a more advanced version of how "The Hunger Games Simulation" keeps track of them. Survivor should track personality types, such as Person A values hard work, Person B is weak and dislikes people who are stronger than they are, Person C has a "anybody but me attitude", Person D is looking for romance, and so on. Those personality types would affect how likely they are to ally, vote against somebody, and vote if they're on the jury. You then do things around camp (like find idols) and in challenges each day to affect these ratings. However, to make such a game good, playable, and fun would be a multiple month endeavor, similar to how the Hunger Games Simulation was developed over time.

Note that Daedalus (which runs the Hunger Games Simulation) also comes with various other games, including accurate simulations of several challenges used on Survivor. There are 10 separate Maze solving challenges, along with the "Survivor Squares" game in which you try to run the other castaways out of room before they run you out of room. :) For an example screenshot, see: Astrolog.org

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Thanks for the compliments! :) You can set the names for all tributes at once starting with the D1 Female by entering a comma separated list into the "Set Tribute Name" command, e.g. "Glimmer,Marvel,Clove,Cato..." to do the 74th HG.

Non-timid tributes (i.e. those that didn't run away during the Bloodbath) acknowledge Feasts by setting their waypoint to the Cornucopia when the announcement happens. For larger maps, you may want to set the Feast announcement (setting "p") to more than 100 turns in advance, to give tributes enough time to arrive.

The alliance invitation process asks, "Would you like to be in my alliance?" That means there's a difference between YOU being invited into somebody's alliance, and you inviting an individual into YOUR alliance. If you offer an alliance and they accept, only that individual becomes an ally with you, and also with all of your allies (at least those they're not already enemies with). Your offer is NOT extended to the rest of their alliance, which means that in order to get into the Careers you need them to invite you, because you offering to one Career doesn't make the rest of the Careers like you. Perhaps there should be a "please let me join you guys!" alliance command, to go along with the existing "do you wanna team up with us?" command.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Arena selection "B" doesn't just give every student a random item to start with like in Battle Royale, but it also puts them on an island like in that story too. You can't actually remove the Cornucopia, but you probably don't want to since Battle Royale featured buildings on the island. You can easily make it so all items are available everywhere. To do that press Ctrl+F8 (or ";" key) and enter in "a1073741815b1073741815c1073741815" before starting a new game, to set what items are available in the wilderness and in other contexts.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Yes, if the Daedalus engine that the Hunger Games Simulation uses ever gets ported to other platforms, then this game will automatically become available on them. In general, games need to be ported to each new platform one by one. Daedalus does have its operating system specific actions compartmentalized separately from its generic graphics code, so porting can at least be done in a semi-standardized way for each new platform.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Yes, however since the game is mature with most features in place, future updates are likely to come out at a slower rate than before.

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Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Setting "h" controls the health of all tributes, e.g. entering "h14" in the Ctrl+F8 "all settings" command will set all tributes to have 14 health. Similarly, setting "(" controls the health of all mutts separately from tributes. However, there's no setting in the UI to give Careers a different amount of health than other tributes.

This is however an easy change to make by editing the hunger.ds script file. Inside that file, search for the text "@HpMax @SMuttH". Replace that text with "Add @HpMax ?: Lt Char $ZAlly Div r @Per 48 4 0 @SMuttH" (minus the quotes), then save and restart the game. Tributes marked as Career will start with a bonus 4 health, or 14 total. (Change the "4" to whatever amount of bonus health you want. :)

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

It's much easier to change existing items than add new items. Adding new items can be done, although there's a bunch of things that need to be specified and updated, and there are a few hardcoded things to be aware of too. Start by editing every line in the "Tables (Objects)" section in hunger.ds, to give it a name/glyph/color/behavior/etc. Also at the start of the file increase JMax and a new JWhatever to identify your new item in the script. Depending on what you're adding, there may need to be special case code added to other places in the file to handle it. (Another weapon doesn't need anything, but a bear trap item would need custom messages and activation behavior and such.)

Note that adding launchers is tricky, because it's assumed that every launcher is stored 17 items after its ammo (see %JDif constant) which means adding a new ammo/launcher pair means having to insert in the right spots and moving displaced items to the end of the list. Unfortunately, there are some constants like the number of objects hardcoded in Daedalus.exe, which means editing daedalus.cpp in the same manners and recompiling. (If you don't do this, strange things will happen like AI won't notice or pick up things beyond the old size.) Also, note that there's a design limitation making it hard to exceed 32 items, because game settings a-e (for which items are active in which areas) are stored in 32 bit numbers, with one bit per item. With more than 32 items, some items can't be touched by these settings (at least not without a redesign of the interface for those settings).

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

What's the title of this other Hunger Games themed movie? Yes, features from other last-person-standing stories have been added to the Hunger Games Simulation. For example, there's the "start with a random item" setting inspired by Battle Royale, and a "everybody stays allied" setting to simulate Gladers vs. Grievers from The Maze Runner. Can you think of other variations that might be interesting to add as new settings to this game?

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

No, but I can say that as significant features are added to the game, screenshots and such for them will be added here. :)

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Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

Just add "m24" to your arena settings string above. :) Setting "m" defines the total number of Mutts that can be in the arena at once. If you don't set this, then the number of Mutts can't exceed two, or the number of tributes per District. Other than that you've done everything right, in setting "_" to 1 to turn on "spawn mutts equal to number of dead tributes", along with setting "o" to indicate the turn to do this, and setting "n" to indicate all Mutts should be withheld at the start of the Games and therefore not spawned until "_" and "o" says so. Here's the documentation link: Astrolog.org

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Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

The new texture pictures are on by default, so if you run the latest version they should be present, without you having to press any keys. If you DON'T want the better textures, and want the old icons for items instead, then you can just delete the "hunger" folder in the Daedalus install directory that contains the files for them, and they'll automatically be gone the next time the game is played.

Good karma+1 vote
Cruiser1
Cruiser1 @ Daedalus

This was covered more on the "Hunger Games Simulation" page, but I'll answer here too. :) Yes, I've long been a fan of reality last-person-standing shows such as the TV series "Survivor", and have considered ways to make quality Survivor or Big Brother games. :) I see them as focusing on alliances, or a more advanced version of how "The Hunger Games Simulation" keeps track of them. They would track personality types, such as Person A values hard work and doing chores around camp/house, Person B is weak and dislikes people who are stronger than they are, Person C has a "anybody but me attitude" with respect to voting, Person D is looking for romance, and so on. Those personality types would affect how likely they are to ally, vote against somebody, and vote in the finals. You then do things around camp or in the house, or in challenges each day, to affect these ratings.

Good karma+1 vote
Cruiser1
Cruiser1 @ Hunger Games Simulation (Daedalus)

It's cool you use what's probably the most obscure command in the game: Viewing the alliance grid (via "~" key or "Ctrl+F10". :) That command is mainly useful when debugging the game or playing as the Audience, as a global view of who likes/dislikes who isn't something a tribute within the game would automatically know.

I assume you want something like instead of just shades of red, have red=enemy, yellow=neutral, green=ally or such? Internally, feelings are represented by a single number, in which different numeric thresholds are the different alliance categories. Simplicity of implementation is why it shows darker colors=friendlier and lighter colors=angrier. I agree a bit more effort in that command would make the grid easier to understand.

Good karma+1 vote