[project1dev] Re: Update for Biobeastie Texure

  • From: Hanaan Fu <hanaan.fu@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 1 Feb 2010 11:46:34 -0600

The beast looks awesome btw!

On 2/1/10, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> online saves should only be able to have one save slot
>
> On Sun, Jan 31, 2010 at 6:13 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> maybe we just have two different kinds of money, online money and offline
>> money, and online gear/offline gear - i dunno, i am sure we will come up
>> with something!
>>
>>
>> On Sun, Jan 31, 2010 at 3:21 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> Yeah thats an issue having multiple saves too, that really kills a lot of
>>> avenues i was thinkin about.
>>>
>>> Kent - i like your idea about the bank system.  how would you handle
>>> alternate saves though? (ie save a game in 2 slots and open a bank with
>>> one,
>>> and use the bank from the other save, effectively doubling your money).
>>>
>>> I like your idea about the online and offline mode of play Larv.  Online
>>> only play could still suffer from people messing with memory while the
>>> game
>>> is running but like you said no security is perfect :P
>>>
>>> To make it so the offline players could still do online stuff (in their
>>> own realm) we could maybe do something like have pure vs dirtied accounts
>>> too and never let one group come into contact with another.
>>>
>>> Pure accounts would save / load from the server alone, never from HD so
>>> would never have the problem of branching due to no internet.
>>>
>>> However, whenever you save even as a pure account it saves it locally as
>>> well so that if ever you dont have internet access you can still play,
>>> but
>>> if you do it will flag your data as "dirtied" (so that if you save, your
>>> save is marked as contaminated).  We'd have to put up a little warning to
>>> players about that when this occured to verify thats what they want to
>>> do.
>>>
>>> Dirtied players can only play against dirtied players, pure can only play
>>> against pure and pure is more secure / cheat free.
>>>
>>> Of course, someone could edit their save game file or edit the game's
>>> memory while running to turn off that dirtied flag to mark themselves as
>>> pure again so thats not even a 100% solution, but maybe it's better than
>>> nothing?
>>>
>>> I dunno though because a small number of cheaters can ruin things a much
>>> larger number of people so if only a couple cheaters make it through, it
>>> can
>>> still be a problem.
>>>
>>> ::shrug:: :/
>>>
>>>
>>> On Sun, Jan 31, 2010 at 12:04 AM, Larvantholos
>>> <larvantholos@xxxxxxxx>wrote:
>>>
>>>> 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.
>>>> >
>>>> > >>
>>>> >
>>>> > >> ==============================
>>>> >
>>>> > >> 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
>>>> >
>>>> > >
>>>> >
>>>> > >
>>>> >
>>>> >
>>>> >
>>>> > 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
>>>> >
>>>> >
>>>> >
>>>> >
>>>> >
>>>> >
>>>>
>>>>
>>>>       __________________________________________________________________
>>>> Connect with friends from any web browser - no download required. Try
>>>> the
>>>> new Yahoo! Canada Messenger for the Web BETA at
>>>> http://ca.messenger.yahoo.com/webmessengerpromo.php
>>>>
>>>> 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
>>>>
>>>
>>>
>>
>

-- 
Sent from my mobile device

==============================
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

Other related posts: