Before I tried the stress the packaging I made a few quick adjustments. I added a message to show what the aim of the level was and I created a new model in Blender for the shield. A simple spiky shield for now. That also changes sizes when you parry.
The packaging as troublesome because I ran into two big issues. One was that the Apex Destruction plugin, a plugin I used to get the objects to break into several pieces, was getting in the way of packaging the game. I still don’t know why. The other issue was that some files couldn’t be located properly. This is apparently due to the fact that I had moved stuff around a lot and renamed too. Which ends up with a lot of redirectors. To fix it I had to fixup all these redirectors which took awhile. And it broke the game for a bit, but all I had to do what set some defaults back in place, especially the game instance where all the save data logic was written.
I sadly removed the apex destruction, so the fun of breaking objects isn’t in the demo. Fingers crossed I tried packaging the game and it did it successfully. I had my brother play it and it ran well, and he had some suggestions for improvement and I noticed some glitches as he played as well. I spent a lot of time adding several new updates, fixing glitches and adding new tutorial images, and now the player can sprint while locked-on.
Now that I know how to package. The fear of it not being able to run on it’s own is alleviated. I wouldn’t want to have tried this further down the line when there would potentially be an overwhelming amount of things to fix. It’s good I tried it now at this stage of development. Since it’s the end of the month I took a new video. All of this was recorded in the packaged version of the game.












