Summary
In this chapter, we first explored different options for digital distribution platforms to host your game. We then addressed a few topics to minimize exploits of your game code, including obfuscating the save game profiles using the Base64Encoder
class and minimizing the logging chatter output to standard out. Next, we looked at the final packaging steps for generating an executable JAR and also native launchers, using Packr, to eliminate third-party dependencies for the player. We then looked at an additional layer of security by obfuscating our final package with Proguard. There were some general debugging tips that can be useful during these different steps in the process. Finally, we reviewed some tests used during the development of BludBourne that, hopefully, can be helpful for you during your deployment phases.
This is where the road ends for our journey in the world of BludBourne. We have learned much during our travels together, and I hope that you are armed with some new...