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Messages - willraman

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Found some more info,

Someone is taking up the project and it looks promising.

Early Dev / Re: Legacy of a Warlord
« on: April 23, 2011, 09:03:25 PM »
Yeah, I come up with some crazy ideas. I thought I would poke the market and see what would happen. I figure that would be better for an end user then just shelving this for a year while I work on a contract.

Development on demand idea was a bust on a new game. Trying that was primarily why I started this project.  I am still curious about that so I might just try that again some day.

Early Dev / Re: Legacy of a Warlord
« on: April 14, 2011, 01:32:49 AM »
I will look into the memory leak. That is definitely a critical bug that I will fix right away.

Thanks for letting me know.

Programming / Re: OO roguelike design
« on: March 27, 2011, 10:08:14 PM »
For your project would it be easier to assign 1 color variable to the entity? This way the background can be printed by your rendering engine by whatever color tile the entity is sitting upon. Blue water, brown ground or green grass, with a white @ sitting on it?

Programming / Re: Methods against Save Scumming
« on: March 26, 2011, 07:49:24 PM »
I should have specified more. The online server gives the user a KEY per character only if they want to save stats online (bragging rights). This however is outside the request of the OP, so completely unnecessary in this post and I'll not comment on it further.

Copying a save file from a desktop to a laptop it would be assumed you have closed the game anyway. Thus setting a "Saved" state inside of the save file for that character and it is not hacked (thereby allowing a move of the file). If you are in the middle of playing the game, then save to your laptop. Yes, it would be considered in a "playing state", then when loaded the game sees this and invalidates the character for online stats on that second save. Before you ask, this isn't reported to the online server, only when a player tries to upload the character.

I suppose a real hacker could "try" subverting the CRC check, remove the mode/throw and intercept the game state as it is being written into the character save file.  These are all good points you made, I'll be sure to obfuscate this CRC location and set up a honeypot variable to draw in attempts at hacking. Touching that variable in memory will allow the character data to send up to the stats server "Stupid hacker and wipe character account".

The scrap-scrap-scrap on your old hard drive only happens if you are making active changes to the character. You take a turn, your gamestate is queued for saving. Why wouldn't you want an up to date save?  I don't complain that firefox caches pages from an RSS feed in the background while I surf the net or that windows itself pages out memory. I have had my laptop overheat once and was pissed when I lost an hour of gameplay on other games.

Yes, there are some holes in the implementation and I appreciate that you brought up some ideas on what to protect against. It gave me further ideas on how to prevent hacking attempts.  ;D

Programming / Re: C++ code analyzer
« on: March 26, 2011, 01:07:51 AM »
nm... already mentioned above.

Programming / Re: Methods against Save Scumming
« on: March 26, 2011, 12:57:39 AM »
I agree with fenrir, no need to do it for a single player oriented game. I'd only consider it if scumming interferes with someone else's fun.

I put a little bit of thought into this. I was thinking I might allow the player to save online stats. In which case a scum save can interfere with anothers' fun.

If the player wants to use online stats I would host an internet server. The server would generate a per character SSL key. The character on death has the option to upload the character stamped with this key.

Several things would be tracked for the online save option:

1. A saved file itself would contain a time stamp of the last save file modified time. If the modified time is mysteriously changed after the time stamp, it was scummed or edited externally. Encryption here also would help ensure the data confidentiality (from the user).
2. The current state of the character (dead, loaded, playing, saved, hacked) is saved. If the character state is in playing state, and the game is loaded, it will flag a hacked state. Computers being unstable (including the app), I might allow a grace load for a character, which could be reset after a certain period of time ( maybe 1 hour).
3. To prevent memory hacking, you can generate a CRC of the core statistics of the player. This value is checked after every change and then a new CRC is generated.
4. While playing the save system would stream data in the game to the save character file every 5-10 seconds including the above mentioned game state.  

On death, the character data when received by the server is checked to make sure it wasn't a hack. Things like time span of character life, HP, AC, items, kills, or whatever else I want checked. For example, a 1 hour life span of a level 50 character = fail.

Hrmm. Maybe this would be overkill too. Just a few thoughts off the top of my head.

Programming / Re: C++ code analyzer
« on: March 20, 2011, 08:27:52 PM »
Personally, I'd open up python or some other scripting language I'd need practice with. I think my powershell in windows is getting a little rusty. Implement a regex expression search and count the lines (or lack off). Have it put the results into a MySQL database, then have PHP read and display that. I love a good challenge.

Maybe that is what I'll do when I get my game to beta stage.

Traditional Roguelikes (Turn Based) / Legacy of a Warlord 0.57
« on: March 19, 2011, 01:46:11 AM »
Got a new version out. Tore out some parts and rejiggerred others.

Features to note:

Screen sizing.
Area map control with arrows and faction overlay mode.
Expanded modding support.
Completely re-factored AI - Less CPU intensive and smarter.
Bug fixes.
Balanced content some.

I think I found a good balance of developing and releasing this game. 2 week releases gives me enough time on this and other projects.

Programming / Re: Anyone want to pitch in with references?
« on: March 10, 2011, 05:08:29 PM »
May the shwartz be with you.

Traditional Roguelikes (Turn Based) / Re: Legacy of a Warlord 0.56
« on: March 06, 2011, 05:24:44 PM »
I actually don't recall getting a link. I just googled that though. I'll take a look.


Traditional Roguelikes (Turn Based) / Legacy of a Warlord 0.56
« on: March 06, 2011, 01:34:31 AM »
Hi everyone,

Took a little break from development to work on another project. But I am back, and after a week of coding, polishing, testing and all that jaz I have a release.

Still alpha, but I think I got a lot of the bugs out. A lot harder now too oh and faster too. I doubled the game speed.

This was one of the more intensive crazy roguelike games I involved myself in.

I surely hope someone keeps it going.

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