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Spit
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Post subject: Re: exploits and ideas Posted: Sat Sep 20, 2008 1:33 am |
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Joined: Sun Sep 07, 2008 9:33 am Posts: 31 Location: Land Of OZ
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I was thinking, it would be good if you could write your own exploits & viruses for the game. Similar to the likes of:
Street hacker has a graphical feature where you can build a virus/trojan etc & choose options like where it's going to effect to how fast it moves etc etc. Darksigns you write it yourself in Dscript which is fun as it leads to creativity.
I don't know just a thought?
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robert
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Post subject: Re: exploits and ideas Posted: Sat Sep 20, 2008 9:52 am |
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Joined: Thu Apr 24, 2008 3:58 pm Posts: 2690 Location: Cluj Napoca, Romania
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Spit wrote: I was thinking, it would be good if you could write your own exploits & viruses for the game. Similar to the likes of:
Street hacker has a graphical feature where you can build a virus/trojan etc & choose options like where it's going to effect to how fast it moves etc etc. Darksigns you write it yourself in Dscript which is fun as it leads to creativity.
I don't know just a thought? Simulating a complete system which has "flaws" for which exploits can be made, it's pretty much impossible. DS didn't get very far on that aswell. Plus is would make the game pretty much impossible to play for most of the people.
_________________ Robert
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Spit
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Post subject: Re: exploits and ideas Posted: Sat Sep 20, 2008 10:31 am |
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Joined: Sun Sep 07, 2008 9:33 am Posts: 31 Location: Land Of OZ
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@Robert
True, I can understand that. What about something like a store you can connect to where the money you collect you could buy the exploits etc?
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robert
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Post subject: Re: exploits and ideas Posted: Sat Sep 20, 2008 11:49 am |
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Joined: Thu Apr 24, 2008 3:58 pm Posts: 2690 Location: Cluj Napoca, Romania
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Spit wrote: @Robert
True, I can understand that. What about something like a store you can connect to where the money you collect you could buy the exploits etc? I am working to expand the ways exploits can be obtained. But I don't want to make them some very at hand. Having the ability to simply obtain an exploit or use the crack command to gain access to a server, would make the game flat & easy.
_________________ Robert
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Spit
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Post subject: Re: exploits and ideas Posted: Sun Sep 21, 2008 3:50 am |
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Joined: Sun Sep 07, 2008 9:33 am Posts: 31 Location: Land Of OZ
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Quote: Robert said:I am working to expand the ways exploits can be obtained. But I don't want to make them some very at hand. In the Mod I sent you, on the 3rd level (The Move) if you have a look I put an exploit that had to be found with a few clues left in couple of places, but isn't easy to find.
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robert
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Post subject: Re: exploits and ideas Posted: Sun Sep 21, 2008 1:56 pm |
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Joined: Thu Apr 24, 2008 3:58 pm Posts: 2690 Location: Cluj Napoca, Romania
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That also applies to the first level in the latest beta. If you look hard enough, you can find exploits 
_________________ Robert
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Pvt_Ryan
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Post subject: Re: exploits and ideas Posted: Mon Sep 22, 2008 3:01 pm |
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Joined: Mon Aug 11, 2008 6:37 pm Posts: 110 Location: /dev/random
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if you try my submission to the contest (fall of the internet). It has a few ways you can make the levels more challenging
_________________ ---- CCNA | MCTS: SCCM 2007
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Brendan
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Post subject: Re: exploits and ideas Posted: Mon Sep 22, 2008 3:42 pm |
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Joined: Tue Sep 09, 2008 3:15 pm Posts: 30 Location: Massachusetts
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sort of Off topic:
I remember when i was playing the game Uplink and i found an exploit. I knew that introvision or whatever the company was called was very serious about that considering they sell the rights for retailers to sell their games. So i told them in an email and as a reward i got instant access to another one of their games... it was pretty funny.
Back on topic:
making mods is very hard. well easy to make but hard to keep up with when you start getting up there in levels... i find it difficult to keep all the exploits to a minimum. It goes to show how hard Robert tries to make the game perfect. And for that I thank you.
_________________ Regards, Brendan
Come visit my site at http://www.projexhost.com.
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robert
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Post subject: Re: exploits and ideas Posted: Mon Sep 22, 2008 5:08 pm |
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Joined: Thu Apr 24, 2008 3:58 pm Posts: 2690 Location: Cluj Napoca, Romania
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dark_shadows wrote: Back on topic:
making mods is very hard. well easy to make but hard to keep up with when you start getting up there in levels... i find it difficult to keep all the exploits to a minimum. It goes to show how hard Robert tries to make the game perfect. And for that I thank you. Thanks. It's a pretty hard effort to keep the levels nicely balancesd, diversified, etc.
_________________ Robert
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Brendan
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Post subject: Re: exploits and ideas Posted: Tue Sep 23, 2008 12:35 pm |
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Joined: Tue Sep 09, 2008 3:15 pm Posts: 30 Location: Massachusetts
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exactly the point i'm reaching for. i find it easier to keep a pad of paper next to me and write all the info for each level down to make it faster.
_________________ Regards, Brendan
Come visit my site at http://www.projexhost.com.
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