Looking for Guidance: A Consistent Pixelated Grass Field with Flowers


╭─────────────────────────────────────────────────╮ 
│                    _▄▄▄▄█████████▄▄▄▄▄          │ 
│                  ▄██████████████████████▄       │ 
│                 █████████████▓███████████▌      │ 
│               ▄▄████████████████████☻▀▀███▄     │ 
│              ████▀     ~ ▓████▀▀~       ████    │ 
│             ███▌         ███ ¼           ███▌   │ 
│             ███           ▀▀             ███▌   │ 
│            ▐███▄                       ▐█████   │ 
│            ▐████      ♦▬▄      ▄♥°  ___ █████   │ 
│            ▐███▌ _▄███▄  ▀    ◂   ▄█▀▀▀▀▐████   │ 
│            ▐███▌ ▀▀~  ▀☻▄▄ ▐Γ▐_▄▄█▀      ██  ◂  │ 
│           █   █▌      ▀▀▀▀▀▀▌▀▀▀▀▀▀▀     █Γ   █ │
│          ▐    ▐▌    ▄▄φ☻    ▌  " ▀φ▄     █ ▀▌ █ │ 
│          ▐  [▐██           ▐▌            ▌███ ▌ │ 
│           ▌ └▐U▀⌐          ▐▀▀╓         █▌▀☻'█  │ 
│           ╙ç  φ █g         ▀▀☻▀         ▐▌  █'  ╽ 
│             \   ▌                       ▐█☻▀^   │
│              `\▄█   ╕   ▄▄☻☻▀▀▀▀▀☻☻▄▄▐▌ ▐▌      ╿ 
│                 █  ▐Γ╓☻▀^  _▄▄▄     ^▀█ █▌      │ 
│                 ▐\  ▴      ▀▀~         ▐█▌      │ 
│                ▄█ ╘♥          ,       ▄▀ █      │ 
│             _▄███   ▀♥▄       ▌    _▬▀   ▐█▄    │ 
│        __▄▄█████▌    _▄^▀♥▬▬▄▄▌▬▬▄Æ_▄███▄▄█████ │ 
│▄▄█████████████████▄▄█████▄_     ██▄████████████ │ 
╰─────────────────────────────────────────────────╯

Hello again,

After spending a lot of time reflecting and after “completing” a music sheet creator project in Python (to get back into coding and especially to try to understand object-oriented programming concepts - I still struggle with it), I’m back here.

I love ASCII art and the terminal, and I really want to do something in that direction. It seems relatively complicated with Godot, especially since I like the “blocky” nature of ASCII, its display, and its code. I still need to follow some tutorials and “get back” into Godot. The problem is that I have very specific ideas, and I need some general guidance to know if I’m not going completely off track.

I want to display a field (grass, flowers), but I want each blade of grass to exist and to display a lot of them. Since I’d like to add mini-effects here and there, it’s important that each blade of grass “exists.”

I’m thinking that making this field in pixels might be pretty. I can code pixel by pixel (a bit like ASCII), and potentially, the fact that it’s “coded” might make the overall display less heavy. Is this relevant?

Concept art:
latotal

For now, in Godot, I just have a grass field with blue flowers (without the character, the tree, the animated flower, and its window). It’s coded in a script somewhere. It’s essentially a background construction without a soul, so to speak. If I want to do this right, I think I need to create multiple instances of blades of grass with attached scripts. Later on, I’d like to add that ASCII art aspect; I will see how to do that (maybe with tiles and animation frames, I think I saw something like that online once).

I’m not sure, I need to delve into Godot and follow some tutorials.

Do you have any advice related to my project (displaying grass and flowers with animations here and there)? Will it work? Should I lower my expectations (I’m a hobbyist programmer, but I think I can manage this)? Is this a good idea for a direction? (#NoGPT What I need to know ? )

Thank you.

------------------------free stuff:
For le partage: ( Nice, n’est-ce pas? )
fondwbg2


GPT:
Good luck with your project! If you have any questions or need more details, feel free to ask.

Sure you can. But it will depend on your computer power.
Maybe a script on each independent grass blade is not the best, if their animations change, maybe the best is to have some sort of “GrassManager” that loops those… 5000 or 10000 blades and change the frame animation of every object.

Also, if the animation loops, you can use AnimatedSprite2D.

If for some reason you’re running into performance issues, you might want to delve into shaders. A lot of the things you’re describing could be solved by shaders, and then you use GDScript only to work on the more reduced set of special grass/flowers that need to behave in a specific way.