Re: problem with saving my game
Or you could save each class in a sepparate file for the sake of a simpler retrieval, but still present to the user a single file that is, further more, in a not so accessible location as well as harder to cheat.
The first step is to serialize the classes using the System.Runtime.Serialization namespace or whatever else is out there, but as you've already done this, you are fine, I think.
Next, encrypt each file with a strong key(I can't give enough advice here for I don't know much my self,) put all of them in a zip archive, then encrypt the archive itself, not only with the zip password thing for it has proven insufficient time and again, rather encrypt the entire file with something like FileEncrypt in bgt.
Then, you can save the resulting package in a location hidden by default and free from uac warnings and access denied errors. Such a location could be:
%appdata%/roaming/companyname/gamename/save/save-timestamp.dat
And you're finally done with this stupid thing.
I want to use this mechanism in my own future games, so I would need your opinions, guys, do you think this would work?
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