As for TWBT support...That is planned but I am not sure how to approach it. I'll need to learn how to create TWBT graphics and I'll need an all-inclusive list of every possible thing that can be textured with TWBT. I'm not sure how I'll handle materials, though. From what I've seen, you can create different sprites for different materials or just recolor a grayscale image?
Twbt uses tilesets that are 16 tiles x 16 tiles of any size you want, your 24x and 48x is fine. You can create as many tileset as necessary. If you do for example one for weapons and it only has 20 sprites, you can leave the other 236 sprites empty, no problem.
The list of things you can do with TWBT is very long, it makes no sense to do everything. There are three main options it offers:
- Using multiple graphics for things that are currently mapped to the same icon, e.g. the X is the letter 'X', it's a floodgate, it's a bin and it's up/down-stairs. You could make 5 sprites for these 5 things and separate it.
- Item graphics. You can give individual sprites to any object in item_*.txt files. These are weapons, armors, pants, shoes, gloves, helmets, instruments, toys, tools, ammo, siege_ammo, shields and food.
- Workshop graphics. Instead of using tile-based lego-like puzzle workshops, you can paint one large image. Instead of merging 9 24x tiles, you can paint one workshop as 64x64 image and import it. This is especially nice considering that the vanilla furnaces (smelter, glass furnace, kiln, wood furnace) look exactly the same.
Twbt uses the ingame colors for items, just like a tileset would. It's more or less grayscale and it apply colors ingame automatically.
I already did all vanilla items, which are currently used in the Starterpack. It's 80 sprites in total, so probably not too much for your taste. It would really enhance the experience if they'd fit with the rest of your sprites:
You can find more info here: http://www.bay12forums.com/smf/index.php?topic=139579.msg5398400#msg5398400
And silly me! I forgot the TRAINED_WAR and TRAINED_HUNTER varieties. I'm not about to go shove a collar on everything (and I doubt the player would notice the distinction) so I think I'll handle those with icons. What do you think of this idea?
I agree on the icons idea, but instead of hearts (oh, he has a heart, he must have full health) I would have gone for a sword(maybe +shield) and a crossbow (maybe +quiver). After all soldiers usually carry melee weapons, while hunters carry crossbows.