[project1dev] Re: Update for Biobeastie Texure

  • From: Larvantholos <larvantholos@xxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 31 Jan 2010 00:04:29 -0800 (PST)

Well the ideal solution might be to have an online and offline mode of play, 
with the option of converting an offline account into an online one, but not 
the other way around, so that if you are playing a game without the multiplayer 
access, your not going to be able to cheat in that way.

If a player wants to cheat, ultimately they will find a way, its unfortunate.

The other thing you can consider in terms of syncing data is to raise a flag if 
something online and offline is dramaticly different, by running a simple 
comparison check on the saves. If you go offline for 10 minutes, and come back 
with 10000x more gold than you had 3 minutes ago, it could flag it as a cheat 
;) I'm sure there is a lot of scenarios to check things like this, and might be 
a little more ideal than worrying about syncing/not syncing at all.

If there is going to be online leader boards or something to that affect, where 
cheating could affect scoring that likely you'd need to consider the methods in 
more detail, but if there is no online scoring, you'd likely just want to worry 
about keeping the data seamless - allowing players to backup data online, 
instead of saving it there in any primary way, and then you could simply use 
the offline game to check for the cheats instead.

Branching is a fairly classic thing to do in rpg's as well, so its not 
nessisarily something to watch out for, I know I like to play and make multiple 
saves, if a scenario turns out badly, or say I missed something I needed to 
complete a dungeon, instead of back tracking I'd load a previous save and 
collect the item in question. This is also useful if there is an item I want to 
grab.

Lots to consider when it comes to exploiting a game for sure ;)

--- On Sun, 1/31/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Update for Biobeastie Texure
> To: project1dev@xxxxxxxxxxxxx
> Received: Sunday, January 31, 2010, 2:58 AM
> btw our solution might just end being that
> we make an imperfect solution that is possible to
> "game" to make it so you can cheat and never lose
> money etc.
> 
> if we cant find a good solution, going that route would at
> least let us have this unqiue game play and since it's a
> single player game, if you cheat your only hosing yourself.
> 
> 
> but we'll keep thinkin about it, there may be a good,
> secure, cheat free solution that we havent thought of yet
> :P
> 
> On Sat, Jan 30, 2010 at 11:16 PM,
> Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> 
> "Okay, what I
> mean is that, once you are disconnected, your progress stops
> being saved on the server, and locally."
> 
> 
> so if you lose internet you can't save your
> progress? that seems kinda crappy doesnt it?
> 
> 
> "the server auto-saves your progress up to that point
> where you disconnect."
> 
> Are you thinking it auto saves locally on your
> machine to your save game data too?  If so, we're
> talking about playing minigames from a web browser, which
> you don't need the actual game open to do so there'd
> be no way to change the save game data on your hard drive
> (you might even be on a different computer, like at work or
> something).
> 
> 
> 
> I think we are talking about different stuff.  There's
> 2 things going on here
> 
> #1 - you can play the game itself on your computer.  You
> save your game data and it lets the server know about your
> game data if it's able to (ie you are connected)
> 
> 
> #2 - you can play minigames in a web browser where you are
> using and affecting game data.  This can be from any
> computer, it knows who you are by a username and password
> you log in with.
> 
> 
> On Sat, Jan 30, 2010 at 11:09 PM,
> Nick Klotz <roracsenshi@xxxxxxxxx>
> wrote:
> 
> Okay, what I mean is that, once you
> are disconnected, your progress
> 
> stops being saved on the server, and locally.
> 
> Let's say you go online, gamble, it doesn't work
> out well.  You
> 
> disconnect the network cable at 9:48pm, the server
> auto-saves your
> 
> progress up to that point where you disconnect.  You
> reconnect 5 - 10
> 
> minutes later, but your game data is newer (loaded a
> previous save,
> 
> etc).  The server will say, okay, this file is only 3
> minutes newer
> 
> than the last record; which raises a flag, and so is
> overwritten.
> 
> 
> 
> Now lets say, one night you leave the game, packing to go
> on a trip.
> 
> The next day you're somewhere there's no internet,
> you go in to the
> 
> game.  You have the last data from your online play
> available.  You
> 
> play, you enjoy yourself, save and quit.  Later that day,
> (or weeks
> 
> later) you log in to the server.  The server will look at
> the save
> 
> file realize it's more than X minutes old (5, 10,
> 5000), so will
> 
> update to the newer locally saved file
> 
> 
> 
> On Sun, Jan 31, 2010 at 2:03 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
> 
> > well one thing is we don't want to require
> internet to play our game.
> 
> >
> 
> > imagine you wanted to play the RPG on your laptop to
> pass the time on a road
> 
> > trip where you had no wireless access.
> 
> >
> 
> > On Sat, Jan 30, 2010 at 11:01 PM, Nick Klotz <roracsenshi@xxxxxxxxx>
> wrote:
> 
> >>
> 
> >> Could always have a thing where if you're
> disconnected via a timeout,
> 
> >> unless new game data is newer by 24 - 48 hours,
> the server data stays?
> 
> >>  Or the game data updates every so often, 5 - 10
> minutes, and have a
> 
> >> "timeout" for the same duration, so any
> progress during that time is
> 
> >> not saved.
> 
> >>
> 
> >> ==============================
> 
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> 
> >> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
> 
> >> Project 1 website: http://project1.demofox.org
> 
> >> Project 1 SVN repository: http://pyotek.com/project1
> 
> >
> 
> >
> 
> 
> 
> Project 1 Dev mailing list
> 
> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
> 
> Project 1 website: http://project1.demofox.org
> 
> Project 1 SVN repository: http://pyotek.com/project1
> 
> 
> 
> 
> 
> 


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