Is this gibberish enough?
This is just the JSON generated by my answer to your previous question, which I then compressed to a zip file (reducing its size by half as a bonus), and renamed so it's not so obvious that it's just a zip.
That is, I started with this text in a file called data1.save
:
{
"list": [
{
"rid": 1000
},
{
"rid": 1001
},
{
"rid": 1002
}
],
"references": {
"version": 2,
"RefIds": [
{
"rid": 1000,
"type": {
"class": "MixedSerializer/ObjectA",
"ns": "",
"asm": "Assembly-CSharp"
},
"data": {
"a": "apple"
}
},
{
"rid": 1001,
"type": {
"class": "MixedSerializer/ObjectB",
"ns": "",
"asm": "Assembly-CSharp"
},
"data": {
"b": 42
}
},
{
"rid": 1002,
"type": {
"class": "MixedSerializer/ObjectC",
"ns": "",
"asm": "Assembly-CSharp"
},
"data": {
"c": 3.141590118408203,
"toggle": false
}
}
]
}
}
So the compression does a good job of hiding the obvious/familiar structure seen above.
Someone with good knowledge of the zip format would be able to recognize its signature by peeking at the bytes, but "your average Joe" would likely already assume this is not a human-editable file and give up.
(Fun fact, MS Office docs use this trick too: if you rename a .docx Word document or .pptx PowerPoint slideshow to .zip, you can unzip it to find human-readable files and folders inside. If you never though to do that with a document, most of your players will never think to do it with a save file either)
You can make this a little bit harder by running a different compression algorithm that's not so readily built-into every PC's OS, but the general point is: compressed data is no longer very human-readable, and will probably put off the type of user you're trying to deter.
You get diminishing returns if you try to add more obfuscation than this. Even if you put in high-security grade encryption, your game necessarily has to include the encryption key to be able to read and write the save files. So if you have a computer-savvy adversary, you've handed them both the lock and the key. With enough determination, they can always extract your game's decryption routine and use it themselves to modify the data, unless you do all your saving on a server you control, so the key never touches the player's device. Maybe do that if you have real money involved, like gambling applications. But for most games you're likely to be making, it's not worth that effort.