JohnoRobson / GodotBattleRoyal

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Better debug info #42

Open JohnoRobson opened 1 week ago

JohnoRobson commented 1 week ago

Relying on temporary print() statements is insufficient for a project with this many (and more to come) moving parts. We need proper debug statements with different logging levels and a frame counter so that we can tell what frame each logging call came from.

Being able to see the AI's scoring, state, what an actor is doing, and what inputs are being pressed in a panel alongside the actors ingame would also be helpful.