Category Archives: Game development

Reverse engineering and “exploiting” a game trainer

In the weeks after Heroes of Hammerwatch came out, people kept asking for cheats for the game. You would expect in any other single player game there would be one or two cheats available that players can use, but in Heroes of Hammerwatch we’ve decided to keep the cheats locked up only for developers. There’s a few reasons for that, but the main reason is that the player’s stats are persistent; players can bring their own character into multiplayer sessions.

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What I learned from The Serious Ranker

This is a post I’ve wanted to do for a while. It’s about a leaderboard design and its progression towards its end-of-life. I’m posting this in the hope that it will be useful to people, you could learn something from this!

Take note that all of the below info is just my experience, it’s about what happened, not what could happen. I realize a lot of things here might not be applicable to different games.As you may or may not know, I’ve worked on a project called “The Serious Ranker” for a while, which was a website that ranked player’s kills and skills in Serious Sam HD: The Second Encounter versus servers, as a way to get an “official” leaderboard for versus. It was ranking Croteam’s official servers (which has since been taken offline because of a severe lack of activity in the game) and a couple of servers that were online at the time for SeriousZone.

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