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Re: Cheating in OS games?
On Mon, 15 Dec 2003, Jan Ekholm wrote:
> >OK, I'll bite.
> >
> >The moment people starts cheating in your fancy game, the game goes dead.
>
> I'll counterbite. :)
Heh :-)
>
> The moment you start considering adding extra complex bloat that adds
> basically nothing but draws tremendous amounts of developer time, the game
> goes dead.
Maybe somewhere in between fits the reality better? :-)
>
> >IMHO, you need to at least _consider_ cheating, and understand what
> >you need to do to prevent, very early on, or your design will have a hard
> >time fixing the problems. So, if people start cheating, you can change
> >your program to fix as much as possible.
>
> This I can agree with, you can add an empty method call to a antiCheat()
> method and fill it in later when the game has reached 1.0 and is released.
I don't think it is that easy. I would compare it to security. Security is
just not something you think into the application afterwards - it needs to
be considered at alle points...
>
> --
You may want to change this from "--" to "-- " :-)
Mads
--
Mads Bondo Dydensborg. madsdyd@challenge.dk
The point is to decide what your needs are, pick an editor that looks like
it may fit them and then MASTER it. Learn every little nuance and key
stroke. Not just the easy stuff you pick up in an hour or two but especially
the obscure stuff. Learn it so well that your mind can stay about two steps
ahead of hands even when using the arcane commands and keystrokes. Then you
can edit in front of crowds and people will ohh and awe. Source code will
fear you. Project managers will want you.
- Dana S. Wheeler, M.D. on emacs/vi