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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Xanather

Servers and Encryption

4 posts in this topic

Ive not asked a question here for a while, but anyway.

 

My game will have server based multiplayer, players connect to the server, create a account and then play the game with that account on the server.

 

The account data is saved server side (1 file per account in a directory - since I want to allow server owners to transfer accounts to other servers by basically copying the file). Only the password of the account is encrypted in that file.

 

The server software will be available to anyone for free and I wanted idea's on how I could deal with malicious server owners who want try decrypt the passwords? Obviously the encryption key for each server out there would need to be the same so that the passing of account files between servers is compatible.

 

My concern is that I am working with C#, meaning the server assembly could be easily decompiled and the encryption key is easily obtained.

TLDR: Ideas on approaching server owners who want to decrypt player's accounts passwords for malicious activities?

 

I already know how do implement 128-bit AES encryption, but it seems useless if the key can be found

 

All replies are appriciated, thanks.

edit: I'm not concerned about server owners hacking their way into a game account, but rather logging into other websites in which the user may have the same password and/or username.

Edited by Xanather
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That is actually a great idea, I cannot believe I did not think of that. Thank you very much :)

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Thanks for the reply. My game will be a typical client-server, not something with a giant database with a few hundred/thousand accounts. I just wanted to make sure that people who choose to host a game server, cannot hack into the account files and retrieve the passwords. Hash seems like it will do the job. Anything that happens to the account file I could not really care about, if they want to cheat the game they can as I'm not going to invest time in slowing down hack practices.

 

Your post has given me new secure networking ideas/thoughts though, thanks!

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