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