@crmagicxxx, compared to the time it takes to do the rest, I do not think templates takes much time. Relatively speaking of course : )
Main problem is that it is a "cut and try" experience at times, and that sub projects doesn't seem to be supported. However ...
I still think it makes sense to support templates, because it creates a clean starting point demonstrating the minimum requirements, without forcing people to understand git / pull / submodule / init. I mean. How can git have a syntax which can include "update" and "init" in the same command line?. It is gobble-gobble ; ).
Us simple folks do not really fancy them big city folks sub projects ... -spits-
@jgnovak, well, if I could top up the KickStarter campaign with an exclusive signed poster of Pamela Anderson - that would be Brad Pitt for the female programmers - I am sure I could launch a successful Kickstarter campaign. If not, I really doubt it.
In that respect, and with Swift going open source, I think a true Cocos2D-Swift would have a brighter future. I put some work into this some time ago, and it would be a killer concept. Ex, I do not believe in all the resolution BS cocos2d is struggling with. Resolution continues to increase, and we should do as desktops have done, and simply develop in whatever resolution you want, and then let the engine handle the rest.
The pixel-art guys will now faint and yell "traitors", but the system should of course not prevent users from setting up pixel perfect resolutions.
At the end of the day, 99% just cares if the device uses the best artwork, and how to handle aspect ratio.