Yesterday I started writing a "Help Wanted" notice looking for a graphics programmer. Before I ask anyone else to join the project, though, I think I should try to get the house in order as well as I can. First off there are some terrible things in the graphics units which I'd prefer to clean up before anyone goes looking through the code. Second, I think I should get more specific about the desired look of the game.
At the moment almost all the buildings in space are made of brick. This is a bad thing. I've tried creating a cleaner, more high-tech looking wall.

The wall texture is based on Mischa's Story. The colors were taken from the sdl_colors file: Celadon and Ceramic, mostly.
I'm thinking of merging the terrain types "wooden floor" and "carpet", and simply name the resultant type "flammable floor".
The current tilesets are Default, Rocky, PalacePark, Industrial and Organic. I think I should probably add more specific options: Commercial, Hospital, Asteroid Station, and Derelict Spaceship would all be useful. I think each tileset should use a limited palette derived from the standard sdl_colors; this would provide unity for each set, and keep the appearance of the game close to the source material. If you'd like to try creating a tileset go for it.
I plan to convert all the terrain drawing routines to display lists; this should make the screen updates faster, though I'm not sure by how much. One fairly easy thing that could be done to improve the appearance of the game is to add several variant wall/floor textures; most wall tiles would use the standard texture, but some would use a different one. This way we could add access panels or display screens to buildings.
I've added a SensibleMesh datatype which is similar to SensibleSprite or SensibleTex but for meshes. There is now a mesh directory where all the meshes will be moved. I would like to convert the buildings and mountains to .obj meshes; again, if anyone would like to try their hand at doing this, let me know.
Finally, I created a new space backdrop using the same starfield generator that I use for the mecha profile pics:

I think it could stand to be a bit brighter, but not bad.