Is there any issue with creating A LOT of scenes? I'm talking 100s or 1000s of them? Is it considered messy? Frowned upon? Performance issues? Etc.? Is Godot just a "whatever works" and we are free to create whatever we want?
I'm playing around with building a turned based RPG and I really want to control each battle. Here's my thinking in being able to achieve what I want:
I have a main scene that runs all the modes. I also have a battle scene loaded as a node of the main scene. I want to use the Battle scene as the initiator of all battles.
I then want to create a scene for each battle throughout the entire game. Let's call them Fight1, Fight2, etc. The scenes for each area will load when the area loads and the as the player encounters them, the Battle scene initiates the battle and then the Fight1 scene takes over. Once the Fight1 scene is over (game_over() from main or all enemies are terminated), then battle unloads the scene and converts back to another mode (dungeon crawling).
Is this a bad idea for any reason?
The other idea that I has was to code every battle in a single scene (imagine functions for each battle). Then load battle in main and trigger the right function with collisions. I imagine this would not be ideal as loading the Battle scene would be taxing on memory or CPU. Is that correct?
Any other thoughts or ideas that could help?