Ideas on making a game hack-proof?

Well played.

Well if I need to make a game that I will need a server for, it would have to be so big that I would remove ads. 

For now, the first game will not be server-based so, ads.

I think there are a couple different concepts to be considered here.

First, when you talk about Clash Royal being hard to hack because it has a server, I think “hack” isn’t the right word. It’s hard to “cheat”. They probably have to spend considerable efforts to prevent hackers from infiltrating their servers to steal account information, passwords, credit card information (though that particular game probably doesn’t deal with credit cards). I spent 10 years working on the backend code for a company that did online games. Servers are in some ways much easier to attempt to hack than mobile apps are.

What I think you mean is preventing cheating. There are a couple of different modes for doing multiplayer games. One is peer-to-peer. In this case each client is making decisions on what’s happening. I might be able to hack my client and make my character do 10X damage that I’m supposed to. In a peer-to-peer setup, there is no one to enforce the law and cheating can run rampant.

In our games, the software that ran on computers outside of our control were nothing more than input and drawing apps. Our servers made all the decisions. In other words the client would say “I want to attack the orc with my longsword”. Our server would check to make sure you had a long sword, the orc was within range and determine the amount of damage done. Then the server would tell the client what happened. This is strong prevention against cheating because the users are never in control of the rules.

Rob

Sorry, cheating was the word I was looking for.  :wacko:

We always ran on a motto of “Never trust data from the player and assume they are cheating” when we wrote our server side of the games.

Rob

Hi SKDtester15

At GameSparks we encrypt our websocket, meaning all traffic is encrypted. Less prone to attack.

We also allow you to run any logic prior to processing of score or game logic through our Cloud Code to catch cheaters through your own means, like comparing to an average, or flagging anything out of the ordinary

We also give you powerful monitoring tools. Monitoring tools will help you look at every request, response and message made.

While we don’t offer cheating protection out of the box, if you know what you’re looking to prevent, GameSparks can help you achieve it. If you want to know more, please contact support and they can address the concerns you may have for a project - https://support.gamesparks.net/support/home

Clare

Thanks again!