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#Actualwodinoneeye

Posted 09 August 2013 - 11:50 PM

One feature that you probably need to qualify is having some kind of  program interface (external access to output data and input channels) or scripting interface that can push data to somehow create a program interface.

 

Games which you have access to the source code and build pipeline you could add such an interface if needed.

 

How many commercial games have any of the above ??   Open sourced games will make this access possible (but varying degrees of documentation might still make interpretting the gorilla code/data schemes a chore)

 

Thats the first pass criteria -- unless you somehow can decode packet traffic and can get internal knowledge of what the data means to get ahold of game state/mapping data etc.

 

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Some games like the old Neverwinter Nights really could have used a program interface to allow players (who in that game ran the Multiplayer servers) .to make needed improvements the game company completely ignored (like an inventory 'bank' system' that players had to go to extreme lengths/difficulties to add to the published server software).   Compentant player programmers were fully willing to improve that game (and were NOT in competition with the company) -- result -- the company lost some significant amount of business for being shortsighted.

 

Such an interface would be invaluable for debgging tools to the game company itself, but its possible that they also see it as a vector for easy cheating (which has added emphasis now with the online 'Store' connections and competative  'player achievemnent' features used to justify that online component.)


#1wodinoneeye

Posted 09 August 2013 - 11:45 PM

One feature that you probably need to qualify is having some kind of  program interface (external access to output data and input channels) or scripting interface that can push data to somehow create a program interface.

 

Game which you have access to the source code and build pipeline you could add such an interface as you need.

 

How many commercial games have any of the above ??   Open sources games will make this access possible (but varying degrees of documentation might still make interpretting the gorilla code a chore)

 

Thats the first pass (unless you somehow can decode packet traffic and can get internal knowledge of what the data means to get ahold of game state/mapping data etc.

 

--

 

Some games like th old Neverwinter Nights really could have used a program interface to allow players (who in that game ran the Multiplayer servers) .to make needed improvements the game company completely ignored (like an inventory 'bank' system' that players had to go to extreme lengths/difficulties to add to the published server software). 

 

Such an interface would be invaluable for debgging tools to the game company itself, but its possible that they also see it as a vector for easy cheating (which has added emphasis now with the online 'Store' connections and 'player achievemnent' features used to justify that online component.)

 

 

 

 


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