@Megalomaniak said:
As for what could be a subsystem: A character controller, a inventory system, a terrain or dungeon/level generator etc. A specific enemy unit type.
Coming from java & javascript mostly background, I don't understand how you things can be easily reused. Godot, to me, is not about creating a well defined class and simply calling .new() on it for an instance. From what I've learned from gdscript, the code is tightly connected with the nodes. It seems to me that to make reusable components I'd need to create scenes from one piece of code, as in a single node object adding/loading other nodes in as children while setting their parameters. Otherwise repurposing scenes seems like a complicated web of readjusting parent child relationships and parameters. I have only created dynamic code defined scenes where I've had to, like a dynamic floor with Astar grid.
Am I wrong? The feeling I get is that godot entices you to crisscross spaghetti up your logic and make static scenes. I'm guessing you've gotta make a conscious effort to make something that'll be reusable.