NAME
hunt
—
a multi-player multi-terminal
game
SYNOPSIS
hunt |
[-bcfmqSs ] [-n
name] [-p
port] [-t
team] [-w
message] [[-h ]
host] |
DESCRIPTION
The object of the game hunt
is to kill off
the other players. There are no rooms, no treasures, and no monsters.
Instead, you wander around a maze, find grenades, trip mines, and shoot down
walls and players. The more players you kill before you die, the better your
score is. If the -m
flag is given, you enter the
game as a monitor (you can see the action but you cannot play).
hunt
looks for an active game on the local
network. The location of the game may be specified by giving the
host argument. This presupposes that a hunt game is
already running on that host: see huntd(6) for details on how to set up a game on a specific host. If
more than one game is found, you may pick which game to play in. If no games
are found, hunt
will exit.
If the -q
flag is given,
hunt
queries the local network (or specific host)
and reports on all active games found. This is useful for shell startup
scripts, e.g., csh's .login.
The player name may be specified on the command line by using the
-n
option.
The -c
, -s
, and
-f
options are for entering the game cloaked,
scanning, or flying, respectively.
The -b
option turns off beeping when you
reach the typeahead limit.
The -t
option aids team play by making
everyone else on your team appear as the team name. A team name is a single
digit to avoid conflicting with other characters used in the game. Use a
team name consisting of a single space (‘to remain on your
own.’)
The -p
port option
allows the rendezvous port number to be set.
The -w
message
option is the only way to send a message to everyone else's screen when you
start up. It is most often used to say “eat slime death - NickD's
coming in”.
When you die and are asked if you wish to re-enter the game, there
are other answers than just yes or no. You can also reply with a
w
to write a message before continuing or
o
to change how you enter the game (cloaked,
scanning, or flying).
PLAYING HINTS
hunt
only works on terminals with at least
24 lines, 80 columns, and cursor addressing. The screen is divided in to 3
areas. On the right hand side is the status area. It shows damage sustained,
charges remaining, who's in the game, who's scanning (the
‘*
’ in front of the name), who's
cloaked (the ‘+
’ in front of the
name), and other players' scores. The rest of the screen is taken up by your
map of the maze. The 24th line is used for longer messages that don't fit in
the status area.
hunt
uses the same keys to move as
vi(1) does, i.e.,
h
, j
,
k
, and l
for left, down, up,
right, respectively. To change which direction you're facing in the maze,
use the upper case version of the movement key (i.e.,
HJKL
). You can only fire or throw things in the
direction you're facing.
Other commands are:
f
or1
- Fire a bullet (Takes 1 charge)
g
or2
- Throw grenade (Takes 9 charges)
F
or3
- Throw satchel charge (Takes 25 charges)
G
or4
- Throw bomb (Takes 49 charges)
5
- Throw big bomb (Takes 81 charges)
6
- Throw even bigger bomb (Takes 121 charges)
7
- Throw even more big bomb (Takes 169 charges)
8
- Throw even more bigger bomb (Takes 225 charges)
9
- Throw very big bomb (Takes 289 charges)
0
- Throw very, very big bomb (Takes 361 charges)
@
- Throw biggest bomb (Takes 441 charges)
o
- Throw small slime (Takes 5 charges)
O
- Throw big slime (Takes 10 charges)
p
- Throw bigger slime (Takes 15 charges)
P
- Throw biggest slime (Takes 20 charges)
s
- Scan (show where other players are) (Takes 1 charge)
c
- Cloak (hide from scanners) (Takes 1 charge)
^L
- Redraw screen
q
- Quit
The symbols on the screen are:
- | +
- walls
/ \
- diagonal (deflecting) walls
#
- doors (dispersion walls)
;
- small mine
g
- large mine
:
- bullet
o
- grenade
O
- satchel charge
@
- bomb
s
- small slime
$
- big slime
> < ^ v
- you, facing right, left, up, or down
} { i !
- other players facing right, left, up, or down
- *
- explosion
\|/
-*-
- grenade and large mine explosion
/|\
Other helpful hints:
- You can only fire in the direction you are facing.
- You can only fire three shots in a row before the gun must cool off.
- Shots move 5 times faster than you do.
- To stab someone, you face that player and move at them.
- Stabbing does 2 points worth of damage and shooting does 5 points.
- Slime does 5 points of damage each time it hits.
- You start with 15 charges and get 5 more every time a player enters or re-enters.
- Grenade explosions cover a 3 by 3 area, each larger bomb cover a correspondingly larger area (ranging from 5 by 5 to 21 by 21). All explosions are centered around the square the shot hits and do the most damage in the center.
- Slime affects all squares it oozes over. The number of squares is equal to the number of charges used, multiplied by slimefactor as set by huntd(6) (default 3).
- One small mine and one large mine are placed in the maze for every new player. A mine has a 2% probability of tripping when you walk forward on to it; 50% when going sideways; 95% when backing up. Tripping a mine costs you 5 points or 10 points, respectively. Defusing a mine is worth 1 charge or 9 charges, respectively.
- You cannot see behind you.
- Cloaking consumes 1 ammo charge per 20 of your moves.
- Scanning consumes 1 ammo charge per (20 × the number of players) of other player moves.
- Turning on cloaking turns off scanning — turning on scanning turns off cloaking.
- When you kill someone, you get 2 more damage capacity points and 2 damage points get taken away.
- Maximum typeahead is 5 characters.
- A shot destroys normal (i.e., non-diagonal, non-door) walls.
- Diagonal walls deflect shots and change orientation.
- Doors disperse shots in random directions (up, down, left, right).
- Diagonal walls and doors cannot be destroyed by direct shots but may be destroyed by an adjacent grenade explosion.
- Slime goes around walls, not through them.
- Walls regenerate, reappearing in the order they were destroyed. One percent of the regenerated walls will be diagonal walls or doors. When a wall is generated directly beneath a player, they are thrown in a random direction for a random period of time. When the player lands, they sustain damage (up to 20 percent of the amount of damage already sustained); i.e., the less damage the player had, the more nimble they are and therefore less likely to hurt themselves on landing.
- Every 30 deaths or so, a ‘
?
’ will appear. It is a wandering bomb which will explode when it hits someone, or when it is slimed. - If no one moves, everything stands still. But see the simstep configuration variable in huntd(6)
- The environment variable
HUNT
is checked to get the player name. If you don't have this variable set,hunt
will ask you what name you want to play under. If you wish to set other options than just your name, you can enumerate the options as follows:sets the player name to Sneaky, sets the team to one, sets the enter game attribute to cloaked, and the mapssetenv HUNT name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G
z
too
,F
tof
,G
tog
,1
tof
,2
tog
,3
toF
, and4
toG
. Themapkey
option must be last. Other options are:scan
,fly
,nobeep
,port=
string,host=
string, andmessage=
string — which correspond to the command line options. String options cannot contain commas since commas are used to separate options. - It's a boring game if you're the only one playing.
Your score is the decayed average of the ratio of number of kills
to number of times you entered the game and is only kept for the duration of
a single session of hunt
.
STATISTICS
The -S
option fetches the current game
statistics.
Two groups of statistics are presented: the first group of statistics is that of the clients currently connected to the game, and is reset each time the client rejoins, while the second group of statistics is on all players (dead or alive) by name, and collected over the lifetime of the game daemon.
The meaning of the column headings are as follows:
- Score
- the player's last score
- Ducked
- how many shots a player ducked
- Absorb
- how many shots a player absorbed
- Faced
- how many shots were fired at player's face
- Shot
- how many shots were fired at player
- Robbed
- how many of player's shots were absorbed
- Missed
- how many of player's shots were ducked
- SlimeK
- how many slime kills player had
- Enemy
- how many enemies were killed
- Friend
- how many friends were killed (self and same team)
- Deaths
- how many times player died
- Still
- how many times player died without typing in any commands
- Saved
- how many times a shot/bomb would have killed player if they hadn't ducked or absorbed it
- Connect
- current connection state(s) of player: ‘p’ for playing, ‘m’ for monitoring
FILES
- /usr/games/huntd
- game coordinator
SEE ALSO
AUTHORS
Conrad Huang, Ken
Arnold, and Greg Couch;
University of California, San Francisco, Computer Graphics Lab
BUGS
To keep up the pace, not everything is as realistic as possible.
The historic behaviour of hunt
automatically starting huntd(6) is no longer supported.
ACKNOWLEDGEMENTS
We thank Don Kneller, John Thomason, Eric Pettersen, Mark Day, and Scott Weiner for providing endless hours of play-testing to improve the character of the game. We hope their significant others will forgive them; we certainly don't.