Welcome to the second week of development!
During this week, we took the time to drastically improve the anti-cheat system, which does an exceptionally good job at preventing speed-hacks, and changing variables like health, or ammo. Also, the round system is completely functional, and transitions flawlessly.
The above screenshot shows the match overview and summary, with the final scoreboard and the amount of victories per team. After the amount of rounds reaches its limit, it will return to the main lobby and display the final winner. By default, every server will be set to 3 rounds.
The screenshot above demonstrates an improved features since last week: hack protection. The accuracy of the speed hack detector is exceptionally good. Already at 102% speed, it detects the speed alteration and crashes the game automatically. There is a violation threshold of 3, in case there is a false positive detected by the speed-hack protection. A higher speed value will cause the game to crash instantly. There is also protected variables to prevent unwanted changes to values such as health, or ammo. These variables are encrypted using a 64 bit key. Randomization of the protection seed will make the value much harder to alter. Unfortunately, we cannot demonstrate the hack protection for variables, but that will be showcased in the upcoming update video.
Collabed with RedCrusaderGames
Other noticeable changes:
- Improved notification of server disconnection
- Added a ping limit for the server to auto-kick lagging players.
- Spawn protection of 3 seconds
- Bullet ricochet based on angle and probability
Hope you enjoyed this week recap, and I will see you next time!
Thanks,
Kevin - lead developer of Renegrad Studios