Getting a logger into the template early is a good call, probably the bit I'd leave till way too late. Nice of you to share it
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For a prototype Logger, the thing that saves me most is cheap context tags (scene + system) on every line so you can grep one subsystem after you abandon half the experiment.
Second: a "debug only" channel that is a no-op in export builds — keeps the habit of logging freely without shipping noise.
Curious how you handle log volume when a prototype runs for weeks and the file grows — rotate, ring buffer, or just wipe between sessions?
On the logger: one thing that paid off for us is keeping the last ~200 lines in a ring buffer in memory and attaching them automatically to any bug report or crash, along with a small dump of game state. Most player bug reports are one sentence, and those 200 lines are usually where the actual answer is.
On the license: AGPL is a fair choice for your own game, but for a template it'll scare off a lot of people, since anything built from it inherits AGPL. If you want others to start projects from it, MIT/Apache for the template (or dual licensing) is more common in the Godot world.
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