The game is built from the ground up with SFML and C++. The graphics are sprite/tile based. The game is top down, 2D, and will display the interior of buildings so you can watch your citizens live their lives. You'll be able to change z-levels for multi level buildings.
The focus of the game will be more on the simulation (Dwarf Fortress is a huge inspiration) than on building pretty cities (e.g. Cities: Skylines), although I do care about the art direction.
I have a long runway to take off from, about 2-3 years, so I have the time (and patience, and desire) to care about quality and efficiency.
What Im working on now:
Here's a brag & demo of the pathfinding I am currently wrapping up:
https://i.imgur.com/vtKXKLK.mp4
Note a few things:
* All possible paths are found in O( m + n log n ) time, even though there's a binomial coefficient number of possible paths in this grid. The tree is stored in memory for constant time access. Im using parallel flat hash maps to significantly lower the memory footprint.
* The units choose the shortest path that match their preference (i.e. the color of the unit), thus choose a path that contains the most tiles of their color.
* Pink units dont have a preference and will use any of the paths available.
* I'm not an artist!
* Currently wrapping up multi-lane road pathing (which is quite tricky!).
* In the game, preferences will be history, tourism, beauty, food, neighborhoods the unit can relate to (religion/nationality), etc.