I'm in the starting process of making a menu style game in the vein of Kantai Collection or Touken Ranbu. Almost affectionately called a non-game. Everything is done via time gates, currency collection, crafting, and character collection.
I have no issues with how to make the systems of the game, but reading up on how to handle scenes has been very difficult! There aren't a lot of examples of games like this in Godot and I'm terrified of picking a way of menu swapping and sorting everything that ends up being super inefficient.
Things to know: each submenu would have considerable information/things to do in them. the main mechanic of the game are missions you send characters off on for x amount of time, there needs to be a global way to know when a mission timer is done. (a singleton could be used, but its something to consider)
Here are two layout use cases I'm considering, to give you an idea of how the game interface would function.
I'm unsure if it would be smart to make each menu a scene and deal with passing the information back and forth, but then I need to come up with a way of implementing the main menu through all the scenes.
Or having several control nodes, hiding and pausing them and having the main menu call them up?
There might also be a more efficient way than either of those?