Seeking Advice: How to Design a “Lobby + Sub-Games” Architecture in Godot?
Hi everyone,
I’m currently evaluating Godot 4.x for a project that follows a “Lobby + multiple sub-games” structure, and I’d like to ask for advice from people who have experience with similar architectures.
Background
The project structure is roughly:
- One main Lobby application
- Multiple sub-games (different gameplay modes)
- Each sub-game has its own lifecycle (enter / exit)
- Ideally, sub-games should be relatively independent and easy to maintain
Potential requirements include:
- Entering and exiting sub-games at runtime
- Clear separation between lobby logic and sub-game logic
- Some form of resource separation or on-demand loading
Questions
- Is there a recommended or commonly accepted way in Godot to implement a “Lobby + Sub-Games” architecture?
- How do people usually handle:
- Resource boundaries between the lobby and sub-games?
- Runtime loading or switching between sub-games?
- Are there any proven patterns or real-world practices (official, community-driven, or from production experience) that work well for this?
Concerns
- Godot doesn’t seem to have a native equivalent to Unity’s AssetBundle / Addressables
- I’m unsure about the long-term maintainability of approaches like:
- Single project with all sub-games included
- Using PCK files or scene-based modularization
- I want to avoid choosing an architecture that becomes hard to scale or refactor later
What I’m Looking For
- High-level architectural advice
- Practical experience (what worked, what didn’t)
- Pitfalls to avoid when designing this kind of system in Godot
Any insights or suggestions would be greatly appreciated.
Thanks in advance for your time!