Thank you for your info, I will remember it for my project!GVovkiv wrote: ↑Mon Feb 13, 2023 3:07 pmI guess you talk here about multiplayer game where you can connect to other players with your characters, right?Bigfoot71 wrote: ↑Mon Feb 13, 2023 10:04 am You're right in a sense, personally I'm working mostly on Android and currently on a multiplayer game so I have the means to make (nearly) impossible the means you cite without the player ruining the game, on the other hand on a single player (or not) PC game is another matter indeed...
In this case, encoding also just lame and don't do anything useful. If i see that someone is using in my lobby overpowered character (don't matter if it was achieved naturally, via file edit, via cheat engine, etc) and I'm not okay with it, i would just kick them and never ever will play again. Encoding here do nothing.
In multiplayer, server should treat any data from clients as potentialy malicious, so it always should be sanitazed and checked.
And, for example, game should balance players around their items and level and compare it to host of game. For example, like Souls games do: if you cheat character with high gear, but low level, you would connect to player with same level as you and get downgraded gear that will perform on same level as host, which makes character cheating less effective. System still not perfect, as twinks is still thing, but, yeah.
Yes, and fact that json will be more then enough for 90% of games to save/load data, which would work nice as part of love with documentation and examples, istead of "so, how to i save data in love?" PostsThe out of the box experience seems to me to be a good reason otherwise, excuse my curiosity
The only place i think it might not work nicely, is where game needs to store really big amount of data. For example, games such as Minecraft or terraria, because you have big world where you store blocks with properties, etc.
In this case, writing and loading might be slower and data itself will require much more space, in comparison with something that more suited for that. (Maybe csv or even plain text file with custom parsing?)
Otherwise yes and no, a game being a challenge I don't like the idea that we cheat without it being authorized (for a solo game), otherwise for online games the best would be a saves on the server so there is no interest in actually encoding the save (apart from encrypting the transfer) unless, as in my case, for lack of means in relation to the structure, we choose that it is the player who hosts his save.
And I don't like the idea of not putting security simply because it would be breakable, in the case of an online game it would excessively increase suspicion for nothing precisely, it would be a bit like leaving your door open to attack the first passerby who passes in front. ( )
I think everything is good to slow down hackers and limit their number as long as it doesn't harm the game experience.
Otherwise, it's true that the integration of this functionality in Löve2d could facilitate the task of saving data, but isn't it Löve's role to let us do this kind of thing? Where is the limit between the tool that allows and the tool that does? I have no idea, it's too philosophical for me
In short, the subject is too vast and it is only my opinion, sorry to have started on this subject