• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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.
Sign in to follow this  
Followers 0
SurfingNerd

Secure Webservice Communication

2 posts in this topic

Hello, 

i am Using C# and WCF to develop the communication between Clients and Servers.

I know that i can apply cryptography to the communication channel,

but is there a way to secure it so noone can access it, only the game clients ?

 

For my current understanding thats not possible, because even if i use some password authentication method, those can easily be hacked. (reverse engeneering assembly and so on)

I want to ensure that no Bot-players are destroying the game experience of  the normal gamers.

Edited by SurfingNerd
0

Share this post


Link to post
Share on other sites

I want to ensure that no Bot-players are destroying the game experience of the normal gamers.


You do not know who is sending your server network packets from the other end. You can only assume that those packets are the intention of the player, malicious or not, tied to the identity used to authenticate the connection.

This means that, to weed out bots, you either have to design the gameplay such that bots aren't particularly good, or you have to analyze the actual commands/results gotten, to try to catch bots as outliers in some kind of statistical analysis.

It helps if you charge dollars or some other value (dogecoins? :-) for each account, because that makes the cost of being banned for being a bot higher.

Finally: WCF is not designed for gameplay-type connections. If your game is slow-paced and turn-based, like chess or Monopoly, it may still work OK. In general, it may have significant data size overhead, it may have messaging latency overhead, and it may expose your server to remote RPC attacks, depending on how well you manage to secure it.
1

Share this post


Link to post
Share on other sites

thanks for confirmtion that is not possible to secure it that way.

Yeah i am doing a round based game, and i think the package size overhead will not make any troubles, since i will have only ~ 2 packages to transmit in a second. but i will keep an eye on packet sizes and try to minimizing them with using different protocols, since the game is developed for mobile plattfroms using MonoGame.

Edited by SurfingNerd
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0