TL;DR:
Im building a city builder/simulation game but I am not a visual artist, so I'm primarily looking for one to work with (as a cofounder) over the next couple years. Im open to working with another developer, but I am zipping along on my own, so no promises here! I'd prefer if you are in New England/NYC.
L;R:
I'm 2 months into creating an ambitious grid-based city builder/simulation game from the ground up using C++ and SFML (think Dwarf Fortress inspired city builder). There are many changes I want to make to the established genre. For example:
* You start by owning all the land and you sell it off to citizens to build their homes/businesses (a permanent action, at least until you get an amazing lawyer on your board who can help you win an eminent domain case). You still collect taxes on it though :).
* Displaying (as the primary graphics) the inside of buildings and being able to scroll up Z levels for sky scrapers; all to see what units are doing inside their homes. Exterior building graphics would be nice but are not the primary goal for the first release.
* Custom shape/sizes for all buildings. Design the interior of home. Blueprints.
One of the goals of the game is to keep as much wealth within the city as possible. At first, your citizens will be buying power/water/gas/commercial services from existing companies outside your city. The problem is they charge more for being far away, and since they are not local, you aren't taxing these companies. Eventually your city will have enough demand for e.g. a powerplant (or any business) to be built locally. This means more savings for citizens (i.e. more money to spend, which means more tax revenue) + the tax revenue of the profits from the business. This in turn allows you to offer more services to your citizens to attract/retain talent (if desired). This comes around to having that great lawyer on your board.
Right now I am wrapping up the pathfinding code for lane-based travel. I developed a new algorithm that solves the "find all k simple paths" orders of magnitude faster than the existing solutions.
The door that opens from this development will help bring the city to life because citizens will be able to see all the shortest paths available to them, which means I can add other factors (i.e. weights) like beauty, history, crime, tourism, food, etc to the graph/network that will let units choose paths based on their preferences. This is all saved in memory so pathfinding is constant time after the search tree is created.
The key of course is communicating that to the player. This is one place Im inspired by DF and plan on using heads to represent units (color coded based on their discipline), with flashing symbols to graphically display their immediate desires/emotion.
About:
This is the first time I'm developing a video game (10+ years of coding experience), though I've had these seeds rolling around in a desert for many years. Now I've come with the water. I've got 3+ years of savings to work on this project. Email is in the profile.
CTRL Fs: City Simulation Video Game Marketing Graphics Visual Builder Tycoon gamedev