MikeCL So this adds an extra layer of security?
As they say in Russia: “What one person has done, another can always break”.
Any encryption can be broken. It's just a matter of how difficult it is to break. Standard encryption in Godot is extremely ephemeral.
If you do not have debug symbols it will be a bit harder to find, but still pretty trivial
Some of the encryption proposals are just options for implementing a standard encrypted template.
Creating a standard encrypted template is not too much of a problem… if you don't have any preconceptions or aversion to the total surveillance that comes with the vast majority of tools designed for this purpose (for example, everything from M$).
But there are plugins that obfuscate code. In most cases, this is more reliable. So far, this is how I see it:
- a plugin that obfuscates code (they have requirements for the organization of the game project) and then
- an encrypted export template
Yeah, this raises the level of protection (at least in theory).
I don't know yet what exactly we will use, as there are known issues with Android functionality.
If we do something, I will share it. But right now I'm having a nervous breakdown, which I am treating with cognac, and it is unclear when I will be back in working order.
My requirements are very limited, only slightly higher than commercial ones. The project will contain original storylines that should not be revealed ahead of time. That is, we just need to avoid spoilers for a while. And I would like to maintain a competitive advantage, at least for a short time — over time, most of the solutions will be published openly. (Although I am already very disappointed in FOSS.)