It's important to start logging problems and debug info as early as possible in order for bugs to not become untraceable once the game grows in size.
No need to log everything, just some key values and points in order to be able to monitor the general chain of execution and spot whenever something goes wrong.
27 and #28 have made a complete switch in the trajectory of the project. It's a different project being implemented with a completely different set of technologies now. I'll have to start everything from scratch. Until the prototype is implemented at least to the level of the Language Feast prototype, this issue is blocked.
Even some basic logging will do at this point.
It's important to start logging problems and debug info as early as possible in order for bugs to not become untraceable once the game grows in size.
No need to log everything, just some key values and points in order to be able to monitor the general chain of execution and spot whenever something goes wrong.