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Remove controversial satirical piece 🔥

This piece was written back in 2014 before open sourcing Godot, and while its
intent is to be sarcastic, it leaves ample room for misinterpretation.

The intended meaning of this piece was, and always has been, the following:

Exploitative game mechanics suck. Games are a beautiful and artful medium
which can provide players with a wide range of experiences: entertainment,
enlightenment, joy, sadness... Games can be just for fun or they can bear
a message. They can connect people with each other or open the player's mind.

Make games worth your players' time and their money, and do your best to do so
while running a successful and respectful business. Hugs <3

(cherry picked from commit b872229427dddb9b749f46af597e85e25cf2955a)
Rémi Verschelde 4 lat temu
rodzic
commit
e1d18ee784
2 zmienionych plików z 0 dodań i 84 usunięć
  1. 0 83
      tutorials/io/encrypting_save_games.rst
  2. 0 1
      tutorials/io/index.rst

+ 0 - 83
tutorials/io/encrypting_save_games.rst

@@ -1,83 +0,0 @@
-.. _doc_encrypting_save_games:
-
-Encrypting save games
-=====================
-
-Why?
-----
-
-Because the world today is not the world of yesterday. A capitalist
-oligarchy runs the world and forces us to consume in order to keep the
-gears of this rotten society on track. As such, the biggest market for
-video game consumption today is the mobile one. It is a market of poor
-souls forced to compulsively consume digital content in order to forget
-the misery of their everyday life, commute, or just any other brief
-free moment they have that they are not using to produce goods or
-services for the ruling class. These individuals need to keep focusing
-on their video games (because not doing so will fill them with
-tremendous existential angst), so they go as far as spending money on
-them to extend their experience, and their preferred way of doing so is
-through in-app purchases and virtual currency.
-
-But what if someone were to find a way to edit the saved games and
-assign the items and currency without effort? That would be terrible,
-because it would help players consume the content much faster, and therefore
-run out of it sooner than expected. If that happens, they will have
-nothing that avoids them to think, and the tremendous agony of realizing
-their own irrelevance would again take over their life.
-
-No, we definitely do not want that to happen, so let's see how to
-encrypt savegames and protect the world order.
-
-How?
-----
-
-The class :ref:`File <class_File>` can open a file at a
-location and read/write data (integers, strings and variants).
-It also supports encryption.
-To create an encrypted file, a passphrase must be provided, like this:
-
-.. tabs::
- .. code-tab:: gdscript GDScript
-
-    var f = File.new()
-    var err = f.open_encrypted_with_pass("user://savedata.bin", File.WRITE, "mypass")
-    f.store_var(game_state)
-    f.close()
-
- .. code-tab:: csharp
-
-    var f = new File();
-    var err = f.OpenEncryptedWithPass("user://savedata.bin", (int)File.ModeFlags.Write, "mypass");
-    f.StoreVar(gameState);
-    f.Close();
-
-This will make the file unreadable to users, but will still not prevent
-them from sharing savefiles. To solve this, use the device unique id or
-some unique user identifier, for example:
-
-.. tabs::
- .. code-tab:: gdscript GDScript
-
-    var f = File.new()
-    var err = f.open_encrypted_with_pass("user://savedata.bin", File.WRITE, OS.get_unique_id())
-    f.store_var(game_state)
-    f.close()
-
- .. code-tab:: csharp
-
-    var f = new File();
-    var err = f.OpenEncryptedWithPass("user://savedata.bin", (int)File.ModeFlags.Write, OS.GetUniqueId());
-    f.StoreVar(gameState);
-    f.Close();
-
-Note that ``OS.get_unique_id()`` does not work on UWP or HTML5.
-
-That is all! Thank you for your cooperation, citizen.
-
-.. note:: This method cannot really prevent players from editing their savegames
-          locally because, since the encryption key is stored inside the game, the player
-          can still decrypt and edit the file themselves. The only way to prevent this
-          from being possible is to store the save data on a remote server, where players
-          can only make authorized changes to their save data. If your game deals with
-          real money, you need to be doing this anyway.

+ 0 - 1
tutorials/io/index.rst

@@ -8,4 +8,3 @@ I/O
     background_loading
     data_paths
     saving_games
-    encrypting_save_games