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I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a known methodology to quantify incremental/procedural changes to a 2d map, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input - if there's a way I can word this better, please let me know.

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a known methodology to quantify incremental/procedural changes to a 2d map, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input - if there's a way I can word this better, please let me know.

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a known methodology to quantify incremental/procedural changes to a 2d map, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

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I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a known methodology to providequantify incremental/procedural map changes to a 2d map, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input - if there's a way I can word this better, please let me know.

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a methodology to provide incremental/procedural map changes, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input - if there's a way I can word this better, please let me know.

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a known methodology to quantify incremental/procedural changes to a 2d map, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input - if there's a way I can word this better, please let me know.

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Saving roguelike game state on browser window close?

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

My question is this: is there a wayI've researched ways to effectively save the game state on window close? Does jQuery/JavaScript offer a robust enough onclose event for the browser window close, that it can executebut I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a methodology to provide incremental/procedural map changes, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input! - if there's a way I can word this better, please let me know.

Saving game state on browser window close?

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

My question is this: is there a way to effectively save the game state on window close? Does jQuery/JavaScript offer a robust enough onclose event for the browser window, that it can execute a moderately heavy ajax/post request?

Thanks in advance for your input!

Saving roguelike game state?

I'm working on a basic roguelike using HTML5 and jQuery, and I've come across a problem.

The way the game currently stands, the system only saves the game state every time the user moves between floors - to minimize overhead. The peril of this is that, if the user gets in trouble, they can simply close the window and return to their game at the beginning of the current floor. This drastically reduces the difficulty of the game (and almost defeats the purpose of a roguelike) - but it's unreasonable to save the game state with every single player movement or attack.

I've researched ways to save the game state on browser window close, but I'm not happy with them. My question is this: assuming "saving a game state" means a moderately heavy ajax/post request, how do I thwart this cheating behavior? Is there a methodology to provide incremental/procedural map changes, as opposed to saving the entire map state? Please note, I'm not asking for "the most efficient way" - I'm looking for existing methodologies to rectify my inexperience.

Thanks in advance for your input - if there's a way I can word this better, please let me know.

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