Example higher resolution character image sheet. This is the minimum number of images needed to be generated for each character or character type. (north, south, east and west, with one full walk cycle (4x4=16) Keep in mind that this character would be larger than a standard 'grid' size, and therefore large on the screen (also makes the map pretty small, relatively speaking)
Example character image sheet. This is the minimum number of images needed to be generated for each character or character type. (north, south, east and west, with one full walk cycle (4x4=16) (just noticed that this one has a problem, it has the character looking in a couple different directions, which should have added to the total number. for now we won't be adding all the extra actions a character might perform, just keep in mind that if we have Cutter swooping through the trees, there will be at least 12-16 more images for that movement, then if he throws a spear that we can see, another 12-16.... and so on. This is why it will be best if we can make just 2-3 generic males and females of each race, and be able to add hair, clothes, and what not so we don't have such a huge number of images to generate.)
Someone else's test screen. There are errors all over, but it shows what can be done. The house is one graphic, and just a 2d pixel art drawing, not a true 3d building.
Another person's map texture test. Doesn't have anything to do with our game, other that to point out the perspective, and what can be done with it (visualization).
Each tree and rock are seperate images. Each unique angle of the cliff, the surface of the cliff, the floor of the valley.... Each is a unique texture image (though a texture map could be made in such a way as to render a larger image and use parts of it for the various things.)
Here is a link to understand the rules when making textures...
and here's a link to the map editor wiki, showing what textures might look like...
And here's the main page for all tutorials for the engine: