Strong anti hack protection
Game that is well protected from hackers, has a lot of potential. And
this does not imply strictly multiplayer, but single player as in
using the single player to hack the master download server or the high
scores. Americas army has a hacking prevention tool called
PunkBuster.
Here is a punk buster mod:
void check_for_hacker_activity(int mod_id)
{
run(mod_id, "hack log", "master folder");
run(mod_id, "advanced aim bot");
}
Another way to prevent server hacking:
void clear_server(std::string server_name)
{
for (int index{1}; index <= 50; ++index)
{
clear(server_name, delete_log[index-1]);
}
}
Most common hacks in multiplayer video games are flying, aimbot, wall
hack, glitch abuse, automated grinding, immunity to damage.
Fix flying hacking:
void gravity_fix(std::string object_name)
{
flush_gravity(object_name, 100);
}
Fix aim bot:
void reset_data_render()
{
run_data_render(0, current_hack_state);
clear_terminal_access();
}
Small goals Challenges can quickly get out of hand, proportionally after have been playing the game for a while. That is why it is important to implement game goals as well. This work as a guiding force for challenge motivation. The terms challenge and goal have very different meanings. Imagine a call of duty 2 mission. It is a challenge, but lacks small goals that keep you motivated, and not beat the mission feel bored and drained and sore. Beating a video game is not exactly a small task. Takes accuracy, will, focus, concentration and understanding your opponents(including AI). An example small goal would a chunk of challenge. Like subsystem parts of a call of duty 2. This parts of a major hard challenge can then be used as a realistic take on or as a memory level map. Small goals are far from being bound easy either; but they are a realistic approach to beating a level. Example would be beating the level's extra challenges by breaking them down into chunks, such as level practic...
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