What I can say : 1) I know, that you post just quick sketches, but why I mustn't say about examples, right? For your zeppelin you can add pipes and tubes ( and other steampunk constructions ) include exterior. I add screenshots from "Metropolis" ( sadly that I can't add video here ). You can add chimney ( or few ), especially if zeppelins must have giant size ( example from old game "Thousand Arms" - Mountain Hand - train-city ; last screenshot - heroes in the shadow from that train ).
2) If you talk about block city... whole city like a "rebuildable" thing, like...city in film "Dark City". And clocktower can be more close to giant mechanism ( again, with many exterior elements ).
3) Think about flying castle. How huge it will be ( maybe even like flying version of Midgard from "Final Fantasy VII" ). Maybe it can move. Or it only float, in that case you can use additional elements few giant anchors or some mechanisms for stabilization a castle in 3d space ( not only it's altitude ).
Second bottle more fresh, but first can be used fun, if you put it in water.
Not bad tileset, but too trivial. Try to add more object-details and some colors or shades. You can add some shadow below grass and shape accent.
You can make more variations of created tiles, because when they repeat much time they became annoying.
I add some screenshots from old games ( sorry, they stretched ). You can use them as examples of relationship between shades of colors ( and as examples of background ).
I think, in Tales of Phantasia (remake for PS1) water (and maybe lava - I don't remember) was created in that technique. Simple example - awesome water in main menu.
Maybe for water (and lava... and other things) in Tales of Destiny and in Tales of Destiny 2 was used same way.
All ideas good.
What I can say :
1) I know, that you post just quick sketches, but why I mustn't say about examples, right?
For your zeppelin you can add pipes and tubes ( and other steampunk constructions ) include exterior. I add screenshots from "Metropolis" ( sadly that I can't add video here ). You can add chimney ( or few ), especially if zeppelins must have giant size ( example from old game "Thousand Arms" - Mountain Hand - train-city ; last screenshot - heroes in the shadow from that train ).
2) If you talk about block city... whole city like a "rebuildable" thing, like...city in film "Dark City". And clocktower can be more close to giant mechanism ( again, with many exterior elements ).
3) Think about flying castle. How huge it will be ( maybe even like flying version of Midgard from "Final Fantasy VII" ). Maybe it can move. Or it only float, in that case you can use additional elements few giant anchors or some mechanisms for stabilization a castle in 3d space ( not only it's altitude ).
Few other trackers:
http://famitracker.com/index.php
https://sourceforge.net/projects/goattracker2/
https://www.julien-nevo.com/arkostracker/
https://www.zophar.net/pdroms/nintendods/nitro-tracker.html
https://www.nesdev.org/nt2/index.html
https://famistudio.org/ ( not tracker, but oriented to famicom )
https://www.littlesounddj.com/lsd/
https://web.archive.org/web/20200809214716/https://bitbucket.org/ivanpir... ( not last version )
Sites with some other trackers:
https://files.scene.org/browse/resources/music/trackers/
https://woolyss.com/chipmusic-chiptrackers.php
https://web.archive.org/web/20220126232313/https://battleofthebits.org/l...
Some tutorials:
https://web.archive.org/web/20190930005822/http://blog.ntrq.net/?page_id=9
Second bottle more fresh, but first can be used fun, if you put it in water.
Not bad tileset, but too trivial. Try to add more object-details and some colors or shades. You can add some shadow below grass and shape accent.
You can make more variations of created tiles, because when they repeat much time they became annoying.
I add some screenshots from old games ( sorry, they stretched ). You can use them as examples of relationship between shades of colors ( and as examples of background ).
What graphic exactly you need?
I think, in Tales of Phantasia (remake for PS1) water (and maybe lava - I don't remember) was created in that technique. Simple example - awesome water in main menu.
Maybe for water (and lava... and other things) in Tales of Destiny and in Tales of Destiny 2 was used same way.
Or watch tutorials or docs about Tileengine - game engine on C, which can use color cycles in games.
You can search some GrafX2 tutorials. This app can use color cycles technique for animation.
You can search on some game engine community sites/forums. Or you can post request for that.
Here is first part of my current work - audio visualization.
And yes, this way can be use in game. For example, in main menu.
https://youtu.be/3WTfMqGc3-k