Igniting Creativity for a (Hacking) Game - Game Devlog #2

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Shared June 24, 2020

How to be creative and get ideas for making a (hacking) game? In the last video I talked about how I got started with gamdev in in Unity. This video I share the game design aspect and what I do to be creative.

The first game I made has two hacking challenges: Fall Damage and Datamining

00:00 - Introduction
00:45 - 1. Making a Plan
02:18 - 2. Being Creative
03:23 - 3. Kickstart Creativity
04:31 - 4. Fall Damage
06:42 - 5. Flags in Offline Games
07:53 - 6. 3D Modeling
08:43 - 7. Alternative Story
10:03 - 9. Technical Issues
11:22 - 10. New Island
13:10 - 11. Making NPCs
15:13 - 12. The 2nd Flag
17:29 - 13. Play Testing
18:00 - 14. Out of Ideas
20:09 - 15. Finalizing "Follow The White Rabbit"
21:48 - Conclusion
22:26 - Outro

Download the game for Windows here: https://earth.2020.cscg.de/tasks/Foll...

Part 1 - How To Learn Something New?: https://www.youtube.com/watch?v=LTlBE...
Part 2 - Igniting Creativity: this video
Part 3 - Unity Multiplayer/MMO Game

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Online hacking game? So like Fallout 76 then.

1 week ago | [YT] | 88

Michał Gerwatowski

I just realized that the bunny from the game, could be reference to the bunny from your first episodes of binary patching

1 week ago (edited) | [YT] | 40

KuroNeko Felis

Hey LiveOverflow, there is the piece of tech in Unity called IL2CPP, and yes, it does what it sounds. It compiles your C# code to IL like normal, but then it turns around and uses LLVM to convert IL into C++, then from there compiles C++ into a native binary. And let me tell you, IL2CPP changes up the project structure quite a bit. I haven't found tools that would be good at decompiling a project made using IL2CPP back into a usable Unity project since a lot, if not all, of the original C# code has been lost in the compiled version. Eco is a game that uses IL2CPP for the client and a .NET program as the server to prevent client-side hacking from what I can tell. Here is the Unity doc page on it, I think that would of solved the issue of players using dnSpy to decompile the game: https://docs.unity3d.com/Manual/IL2CPP.html

Edit: Here is a snip-it from that doc, "Some of the uses for IL2CPP include increasing the performance, security, and platform compatibility of your Unity projects." So even Unity knows that one of the reasons to use IL2CPP is to increase security of the game, which would include removing tools such as dnSpy from the belts of decompilers.

1 week ago (edited) | [YT] | 18


0:52 missed squarespace ad opurtunity

1 week ago | [YT] | 24

S4nder Schoone

This project is awesome!

Did you know you can dynamically load DLLs into your game with Unity? They can be put into a special folder in the editor (don't know which one at the moment, I forgot). Maybe you can make a DLL in C++ that is loaded from C#. For example, a login screen that can be exploited by using 'illegal' characters in your username. The server does not check these characters, only the client does. You can for example add this code for checking the username (client sided) in the C++ compiled DLL.

1 week ago | [YT] | 4


To write hints,Use pebbles and put it on the walls,that way it cannot be reverse engineered.

1 week ago | [YT] | 11


You can force a player to find the flag in an offline game by computing, like taking information they find using hacking tools and compute an optimal way with some tools.
Some example that come to my mind is measuring the position and momentum with some tools.

Or maybe some riddles that you can find hints for in some metadata associated with objects.

1 week ago | [YT] | 3


Many people in tech industry who are creative have tried game dev or 3d modeling stuff 🙂

Edit: I am gonna definitely try this out

1 week ago (edited) | [YT] | 24


“You have to be creative”
*Don't Hug Me I'm Scared flashbacks*

1 week ago | [YT] | 5


9:29 look at the cute dog in the corner!

1 week ago | [YT] | 2

Piotrek Rogowski

Just and idea on how to solve flags problem:
just split letters to separate objects and then place them independently
in assets you will see separate letters, and maybe do not place them by code, but in unity designer (disassembling code it just too easy)

1 week ago | [YT] | 11


you seem to encapsulate all my interests constantly. I'm surprised with your content I don't think I've ever found someone this good.

3 days ago | [YT] | 1


Just so you know, Unity has the ability to compile games using IL2CPP, turning your C# code into compiled C++ code. This does a pretty good job at obfuscating your code, but can also lead to more issues like simple things being lost due to compiler optimizations. There are also obfuscators on the asset store that make the source impossible to read, though for your purposes that's probably not what you want.

TL;DR, use IL2CPP when possible to prevent source docompiles

2 days ago | [YT] | 0


Great video! It's always interesting to see how people approach game dev and improve while they learn! I like how you showed that you often went back and did major changes to things like the island, it makes it a lot more comforting to know that other people often go through those times in development where they feel their vision has changed.

I do have a slight gripe with the Alternative Stories bit in your log. There's nothing wrong with changing the story of a game in progress if you feel it might be more interesting or fit the gameplay better, but the way you describe changing the gender of the PC just sounds slimy and condescending. It's pretty telling that you consider having a female PC as a fun surprising novelty to "own the white male nerds even though I am one" as opposed to just another change that can occur in the development journey. 😒 We gals aren't a cheap twist, we're a normal part of life just like guys. (Also, bringing up and misrepresenting Gamergate in 2020? Talk about beating a dead slandered horse!)

It's just a small gripe, but it's there regardless. I apologize if I'm taking a joke too seriously. 😅 Looking forward to future installments in this Dev journey!

1 week ago (edited) | [YT] | 3


this is actually such a nice change from usual game devlogs, and it feels far more inspiring than those usual devlogs

1 week ago | [YT] | 1


15:06 It really depends on what scripted events you want to make for an NPC. Like for your bunny a quick and easy solution would be to attach a second Collider, one that only activates if the player is near. So on one hand you would have one for the bunny and the terrain and on the other you would have the one for the bunny and the player, which obviously would have a much higer range of collision detection. This way the bunny can move around following any waypoint(s) that you give it and either follows a predetermined path or uses a path solving alghoritm to get to the final waypoint. As soon as the bunny is out of the range of the player, it is about similar as in your example the state of collision deactivates and the bunny movement stops and idle mode starts. When the player get's back in the area of the collider the bunny starts moving again.
A nother solution would be to also use raycasting and that way the bunny could also stop, if like the player hid behind a tree, that would block the "view" for the bunny to see him, or simply something would come up between the bunny and the player (like the bunny goes further and needs to go round a huge boulder or say bush). However raycasting is expesive operation and you do not want to abuse it, you also want to cut down on the range so like the bunny wouldn't try to raycast for the player if he was on the other side of the map. That's why usually you still you a collider and then add in some raycasting features.
Though like said it would really depend on what events you want for an NPC, mostly you would use triggers, colliders and bit of raycasting to have them react to something.

1 week ago | [YT] | 4

Ömer Faruk Bıyıklı

7:53 wrong subtitle
"hile" - "while"

1 week ago | [YT] | 1


The magic spell part reminds me about: "system call create luminous object" ;-)

1 week ago | [YT] | 7

Evans Jahja

I think it's very hard to limit players from cheating 'teleportation' in a local game. In order to create more challenging tasks, turn it into server-client (unity can do this out of the box) where server would validate user movements, preventing teleports, flying, etc.

On competition, you could make the server source code (or binary) available to players, but they are not allowed to manipulate it. And they'd have to find checks that are implemented poorly and exploit them

1 week ago | [YT] | 1


this guy is turning into Michael Cera or is just me that can see it

1 week ago | [YT] | 3