Earlier quoted context omitted.
Perhaps this implementation works that way, but in principle if the game is strictly determined based on a random seed and player input, then the server can verify that the player's inputs do in fact result in the correct outcome.
Doom doesn't even have a (variable) random seed, it's deterministic like an NES game and has built-in record/playback that's just a frame by frame list of player moves.
DOOM CAPTCHA
251–260 of 292 posts
Re: DOOM CAPTCHA
#252There are so many monsters, took me 3-4 tries...just like a real captcha!
Re: DOOM CAPTCHA
#253Re: DOOM CAPTCHA
#254Re: DOOM CAPTCHA
#255Re: DOOM CAPTCHA
#256Re: DOOM CAPTCHA
#257Earlier quoted context omitted.
Doom doesn't even have a (variable) random seed, it's deterministic like an NES game and has built-in record/playback that's just a frame by frame list of player moves.
So have the client record and send the demo recording. …hang on, this is starting to feel like Elliptic Curve cryptography: it’s trivial to prove a demo file is a “solution” to a random-seeded Doom map, but nontrivial to work-backwards to generate a demo-recording.
The heart of Bitcoin is just "Find me a number between 0xf80000 and 0xff0000 whose SHA-1 hash starts with eight zeroes..."
Re: DOOM CAPTCHA
#258Earlier quoted context omitted.
well you'll need integrations to have the WASMised doom tell you when a monster gets hit, or when you died. you need to worry about which keyboard events to pass in, etc. i know it's not super hard but it's definitely the more exciting part of this, vs all the "make the title text bigger" stuff that's in the chat
Ehh if you think about doom it's just a hook in the loop for whatever triggers the death animation.
Re: DOOM CAPTCHA
#259Earlier quoted context omitted.
As in the original, you can use alt + left/right arrow keys to strafe.
thanks, without strafing it's almost impossible
Re: DOOM CAPTCHA
#260I tried to do it the intended way, but found it too difficult. I was able to cheese it by staying in the starting area and killing the enemies that spawned to the right.
That isn't cheesing it, given those start conditions. That is a standard tactic when you only have the pistol (or are too low in ammo for other weapons). The pistol is crazy accurate in these games so you can pick enemies of from afar with a few shots each, and in this case they are firing shotguns which are very ineffective at long range (the game stimulates them as having unrealistically wide pellet spread, so even…
Then you're incentivized to find a defensible spot and keep mashing the "chirp" button so you get a steady stream of enemies.
You could remove the chirp button -- but then you're left sprinting out juust far enough that the enemy detects you, then run back somewhere defensible. Not very satisfying.
Or you can make it so enemies stream towards the player continuously, regardless of how close they are, without any trigger -- which is sort of equivalent to having the chirp button get mashed automatically. Again, find somewhere defensible and mash the attack key.
None of these approaches feel very satisfying. There must be some clever approach to this issue which doesn't run into any of these problems. A simple set of rules which leads to a large variety of combat challenges instead of a degenerate winning strategy.