Simplicity: Wear is extremely rare on furniture. Spatter is relatively rare and will be cleaned. Decorations are player controlled. Variations are player controlled. In the end, most of the furniture should look like regular furniture, unless you go out of your way to make it fancy on purpose.
The decorations would take on the color of the material used.
Wider stand for the chair makes sense.
How far are you guys in the artistic part of the process? Are all creatures done?
The creatures are mainly done. All regular creatures are done, I think there are only 30 ish animal men missing or so. The giant animals mostly use an enlarged version of the base animal sprite, so they don't look super pretty; and the zombies are currently a recolor instead of a unique sprite. Procedurally generated creatures aren't done yet, though I did make one as a test, the Nightcreatures. FBs are more complicated, and I'm part way through the werecreatures. Those two are tricky because they have creature types in them that otherwise don't exist in the game, like snakefly, lacewing, antlion larva... there are 211 base bodies for FBs, most of which are unique to FBs. ^^
This is how the creature sheets look atm: Adult, child, Adult zombie, Child zombie, war trained, hunting trained, female adult/child/zombies, adult/child corpse. The zombies are more or less placeholders, I'd love to replace them with actual zombified versions. The corpses are desaturated, turned 90° and have a blood-spatter effect... in theory we could do unique corpse sprites too (look at the top-right at the llama corpses) but that would be a lot more work. A stretch goal for sure.
We will go over the sprites before release and fix anything that stands out a lot. For example I prefer to stick close to relative size (smaller cat for example), and there are some stylistic differences here and there. For example I did all the vermin, which include some fish, and I made them side-view; Mike did the creature aquatic file and drew them seen at an angle. Now we have two different looking styles for fish. ^^
Are you doing Some work here and there, or are you generally focusing on one category at a time eg. furniture?
Mike focusses on one thing at a time and perfects it, I prefer to jump around, having a lot of discussions with Tarn about how to code certain parts, how the mod support would work best, test v.1, make a v.2, while waiting for it do something else...
Looks like sprites we already knew but more efficient, aside from the headless llamas and spread-winged chickens. Generally solid, but various things I've noticed:
• I think the zombies would be better a bit less saturated. The overall effect is nice but right now it's headed too much in the "cartoony" direction; people like their grim to be dark.
• Child versions of turkey and peacock should be based on the female adult sprites regardless of sex, they don't grow the display feathers until they're older. Actually, the female ones are also not correct but I'm assuming these sprites are just made by resize and maybe slight clean up, making completely new child sprites for every bird would be good but a lot of additional work.
○ Also the colors of the male peacock around the wing are still wrong.
• Is the blood spatter effect on the corpse necessary? One would think that they often produce a blood spatter anyway, and when they die nonviolently somehow, that's also noteworthy information.
○ I kind of wonder if some of them might look better all the way upside down... Might be better to stick to a single convention though.
I always thought of rings as dangling, rather than these....mug holders? Makes sense I guess...
(Looking at the table specifically. Cabinet seems OK).
I parse them as hanging vertical, but it's hard to do perspective at this scale.
One way of indicating prohibited placement is very much needed. Like magma kilns should not be placeable unless correctly placed relative to magma pool. Either tables have to be shareable(more reasonable IMO) or chairs should not be allowed to be placed in a way that is not compatible with the table. Same goes with stair digging - it should just work, or clearly indicate what's missing instead of allowing to build a maze that dwarfs will not be able to traverse due to some arcane internal logic of the game.
None of those examples make sense. Kilns could be placed before the magma channel is dug; chairs could be placed before tables, or placed alone to make an office; stairs allow access to new tiles to construct stairs, even if they can't be carved into the rock.
We are all for tooltips and giving players better info through the UI, but restrictions like you mention are not planned at all.
The "best" place to put the magma channel is under an impassible tile though, to prevent dwarves from falling in, so it should be made before. That's something worthy of mention tooltip. Maybe a basic explanation of what it is/does and then a paragraph break and then "TIP: If you place the channel under the _____ which is impassible, the dwarves can't fall in". Doing that (with "TIP" in a different color, especially) would be very consistent with existing conventions and therefore clear to incoming players.
As for the stairs, there should DEFINITELY be a warning that clarifies that down stairs require a corresponding up stair or up/down stair on the z-level below. Maybe even an option, on by default, to automatically channel an up-stair below. Since you can channel it into an up/down later if you want anyway, I can't think of a case where you want the one without the other, so I reckon the only people who wouldn't want this would be capable of finding the option and turning it off, and it would remove a significant potential stumbling block for new players. But barring that, a warning that stands out in the tooltip would help.
Come to think of it, I don't know what kind of markup Toady is doing with the new text implementation. This might be beyond the scope of graphics and this is kind of a tangent anyway, but it would be cool if as much text was accessible/editable as possible, both for modding in the usual sense and for translation purposes. Even if doing it to hardcoded text might be outside the focus of the Steam release, I would hope that at least the "accessibility arc" stuff (tooltips and tutorial) would be done in a way accessible to translators.