Hello! So I've got an architecture question, but it doesn't really require a specific response, rather I would like to see what people think about the concept and the immediate solutions that may jump to mind.
I'm working on porting an existing game into the godot language, it's a text based adventure. Each level is it's own scene and the plan is to switch between them on and off the scene tree, but here's the snag: a sizeable bit of content from the source game actually relies on the state of other levels, such as checking if an NPC is located in a room that wouldn't be loaded because it's in another level.
How would you approach this problem? Should keeping all 450 or so rooms loaded at all times with the intent for that number to keep growing be an issue to worry about?