C
Champol
Guest
Hi everyone,
With my team we are about to publish the first chapter of our game, but we need to make sure players cannot access the "Included Files", as they contain the dialogs and other game data that is meant to be secret.
We could obviously transform those files into scripts somehow, but that would be very annoying to work with, as we use both INI files and text files (and lots of them, as the game has a strong narrative component).
So encryption sound like the only option remaining, but I don't know very well how to use it in the best way for our case. So I would be greatful if you can help us! =)
EDIT: But first, another question that could solve the problem for once: Where the bleep does Undertale (and similar games) store their in-game text? Don't they use Included Files? Which is their solution?
Ok, lets continue: our dialog files have the following format:
We have around 20 files like this, each with 3-15 different dialogues. I was wondering if it would be a good idea to encrypt each file as a whole, and make it so the game has to decrypt it each time a dialog occurrs in the game. In that case, many question arise:
1) Which encryption method would you suggest, and why?
2) Can GM decrypt the whole file at once? does it store it somewhere?
3) Or do I have to decrypt each line at a time, as I read them from the encrypted file?
4) How resource intensive would this method be?
We also have some ini files which contain the in-game text in different languages (one file per language), and the game constantly reads from these files (but doesn't write on them). Hopefully, not only the content should be encrypted, but also the sections and keys.
5) Which encryption method would you suggest in this situation?
6) Would you encrypt the file as a whole, or each text (section, key, value) in its own?
Finally, we have the save files, where we store flags and the game state when the player saves the game. This is also an ini file but it changes each time the game is played and saved, which happens less often, so we could use a slower method. Here, sections and keys should also be encrypted.
7) Which encryption method would you suggest in this situation, and why?
I know it's a complex topic, but partial answers are welcomed, too.
Thank you very much!
PD: I have only some partial knowledge about checksums, Json and all of that, but I can learn fast if I know what I need to learn.
With my team we are about to publish the first chapter of our game, but we need to make sure players cannot access the "Included Files", as they contain the dialogs and other game data that is meant to be secret.
We could obviously transform those files into scripts somehow, but that would be very annoying to work with, as we use both INI files and text files (and lots of them, as the game has a strong narrative component).
So encryption sound like the only option remaining, but I don't know very well how to use it in the best way for our case. So I would be greatful if you can help us! =)
EDIT: But first, another question that could solve the problem for once: Where the bleep does Undertale (and similar games) store their in-game text? Don't they use Included Files? Which is their solution?
Ok, lets continue: our dialog files have the following format:
Code:
[dialog_id]
#L = Character1
#R = Character2
- L: "Generic dialog line."
- R: "Generic response to the previous line."
- L: "Generic dialog ending."
#END
[another_dialog_id]
#L = Character1
- L: "Generic monologue."
#END
... etc.
1) Which encryption method would you suggest, and why?
2) Can GM decrypt the whole file at once? does it store it somewhere?
3) Or do I have to decrypt each line at a time, as I read them from the encrypted file?
4) How resource intensive would this method be?
We also have some ini files which contain the in-game text in different languages (one file per language), and the game constantly reads from these files (but doesn't write on them). Hopefully, not only the content should be encrypted, but also the sections and keys.
5) Which encryption method would you suggest in this situation?
6) Would you encrypt the file as a whole, or each text (section, key, value) in its own?
Finally, we have the save files, where we store flags and the game state when the player saves the game. This is also an ini file but it changes each time the game is played and saved, which happens less often, so we could use a slower method. Here, sections and keys should also be encrypted.
7) Which encryption method would you suggest in this situation, and why?
I know it's a complex topic, but partial answers are welcomed, too.
Thank you very much!
PD: I have only some partial knowledge about checksums, Json and all of that, but I can learn fast if I know what I need to learn.
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