Here's a less recent, but more schedule-oriented quote on "Full graphics support":Regarding the two of the top ten ESV items not specifically addressed on the new page, sped-up pathfinding and graphics support, the idea with the first is an upcoming date with the linux profiler now that we've got DF running over there to address the low-hanging fruit on the main grievance behind the suggestion (large, slow forts). In the case of supporting tiles for each game object, I need to figure out the deal with all the new SDL code before I can lay anything out in stark terms. The textures are stored differently (in a single atlas if it still works that way), and I'm not sure if it'll be feasible to move to full item/map texture support without altering the way that works.
Both Knight Otu's quote and mine are from
2010. It's way overdue to get some attention.
He could make those symbols all rawable the same way as creatues graphics are are rawable:
[ITEM:BIN:items.png:25]
That is roughly what it'd look like, yeah. It doesn't need anything qualitatively different from the creature graphics support.
This would all be totally reasonable to expect provided there were no procedurally generated objects or creatures. Correct me if I'm wrong, but I get the impression that with the new release we might see the beginnings of both these - materials and night creatures. I think the night creatures might be drawn from a set pattern, as Toady already described the set colourings of each type, but I guess it's possible to expect further randomization in the future?
i.e. If Toady ever wants to have creatures or materials with random names and appearances, the very idea of a specific graphical tileset becomes quite a tricky thing to handle.
The procedural creatures definitely don't lend themselves to simple graphics support, but vanilla DF will always have stock creatures, probably as a solid majority of the creatures in the game.
Procedurally generated item types would have similar problems, but AFAIK the game doesn't have any yet. Procedural materials are fine since the only material attribute that really matters for graphical purposes is the color, which random materials will always have. That color can be applied to grayscale item graphics (just like the current item glyphs).