I'm getting near the point where I'm going to be ready to release an alpha of my game. I'm curious as to how to implement a system where the game is un-launchable if a user name and password haven't been entered and verified. I plan on having an authentication server setup for verifying user credentials. I'm not concerned about making the game pirate proof, because that'll happen. I just want to make it more difficult for the casual user to share. What needs to be in place for such a system to work? My thoughts are to implement a system similar to this:
The first time the user logs in, have the users computer generate unique value based on their system attributes (not the actual attributes, I'm not collecting that). Logging in to the server sends username/pass and unique value, the server then attributes that username with that unique value and those are checked when the user logs in.
I don't plan on limiting the amount of computers a user can install on, but I want to be able to disallow obvious abuse of an account, i.e. it's being used on dozens of computers.
Is this system reasonable for a free-time sole developer? Or what kind of system would make sense for my requirements?
Let me elaborate a little on why I want to use the system unique ID. I think that having a key like that is what would enable me to have an offline mode. I guess I wouldn't need to send the key to the server. But once a user name and password have been authenticated by the server, I can instruct the game to generate that unique ID and pair it with the user name. Then when the user tries to launch the game in offline mode, I can check to see if that computer has been authenticated online before. This would disallow people copying a verified copy of the game to a different computer to use offline mode.