Given all the recent improvements on web platform (webgl, websockets, etc.), it should be now possible to see great games on web. However my biggest concern so far has been around serving and storing the game assets. AFAIK the webstorage only supports a few megabytes and it is not enough for the majority of the games. Even if I work around that limit by providing a ton of different origins, is it possible to claim that it's a safe method? For desktop games we have a lot of anti-cheat mechanisms (steam has one, most A+ have them builtin) If I store my game assets using the webstorage can I claim that they won't be modified by the user?
My game has assets around 800 mbs and I would love to get some feedback on how to serve them and store them properly. I'm trying to satisfy the following:
- People shouldn't be forced to download all of the assets every time they want to play the game [unless there's a patch, etc.]
- It shouldn't be trivial to make client side hacks and change configs to get all the good stuff without playing/paying for them [greasemonkey!]
- Ideally, the solution should work on all the browsers [latest version of IE, Chrome, FF and Safari][no mobile is OK]