If I remember correctly, this entire project is being created with JavaScript. If you're interested in learning it, I've heard Code Academy is a good source. Also look up the JavaScript Tutorial at w3schools. Both are amazing to learn the basics!
After you've learned JavaScript, take a look at jQuery. It's a JavaScript framework that makes JavaScript a breeze. Be careful though; Learning jQuery without knowing JS is dangerous as you won't know what is fundamentally going on underneath the jQuery hood.
A web developer is not a tool, but simply a developer (programmer) that writes applications for the web. Javascript is one of the tools a web developer uses.
Javascript has the very neat property that its interpreter is included with every web browser. This means that you don't need a game engine (which in turn is simply a collection of tools and pre-made code that removes big parts of the work required to make a game), but only something like Chrome, Firefox or Internet Explorer, as well as some sort of editor to write the code in.
Visual Studio is an Integrated Development Environment. It's basically a text editor (like notepad) with a bunch of tools bolted on (again, to remove big parts of the work in programming). You don't need anything that fancy for Javascript (or any programming language, really), but it can help.
As far as I know, Anselm and Michael are writing their own game engine, instead of using a premade one. They are, however, using "libraries" (collections of code, basically) that other people have made. This is very useful, as it turns out that many problems are common to several fields in programming, and someone has almost always published a solution to your problem.
Regarding making a game engine, you can make that in any programming language. It is, however, a huge undertaking. Especially if you want it to run fast.
That doesn't mean you shouldn't try to make games though! There is a neat little game engine called LÖVE that you can use to make 2D games. It uses a language called Lua, which is kind of similar to Javascript, but it comes with everything you need to make a basic game built in.
I'm not a full-time programmer, but I know my way around software development. I can probably answer some more questions you may have.
There's something about SC4 that just makes the cities feel so much fuller and "proper". The 3D free-building design of C:S can end up leaving a lot of space between the square assets, and it falls a little short to me (unless you spend hours manually placing assets to liven up the terrain). Given the vast amount of content for SC4, you can build hugely varying cities and everything will fit together because of the grid. The restrictive nature of SC4 is what makes it look more appealing to me.
Meanwhile, you can have as many different assets as you want in C:S but they're all square blocks that won't fit together properly if you don't have a grid city. I think this SC13 concept art demonstrates what's lacking, everything just looks "organic" and better IMO. Ofc we're not going to go back to restrictive grids, but I think we have a ways to go before we get proper looking cities that adapt to all road types. IIRC, the guy coding /r/citybound is making procedural buildings a goal, they will align to roads much better.
If you would actually look at the Citybound website, you would see that this is already in place.
Like /u/cellularized said, "look at the homepage, read the FAQ" -- which you obviously didn't, so let's do that together.
In the FAQ: > What will Citybound cost? > > I’m not quite sure yet, but something like $6 for the alpha, $12 for the beta and $20 for the full game. If you buy the alpha or beta, you will get all future updates of the PC version, including the full game, for free. If you like, you may donate $6 or more now via the Paypal button on the main site, and you will get access to the alpha, beta, and full game when they are released.
And then in the footer of the homepage (not on the wiki/blog for some reason) you see a PayPal "Donate" button that links to the donation page where you can give any amount that you'd like -- including the $6 minimum for the eventual alpha, beta, full game, etc.
Thanks for the fix! I noticed a small mistake on your blog post for the live builds (old I know) where the live builds are linked at <strong>aeplay.co</strong> instead of aeplay.org. While this won't impact anyone here, correcting the link should reduce confusion for any newcomers visiting the site.
If you try to make a diagram of full system on a single picture it will be overwhelming anyway. I would give you following advises: 1. Stay on high level as much as possible. Don't go into details until it's really necessary because low level details is too hard to keep up to date. 2. Always have sequence diagram that will show actual (or really close to actual) data flow on the system, but it should be referenced always on main documentation page, so people reading documentation will not need to dig to find it. 3. Keep in mind that documentation is really hard to keep updated completely if project is really dynamic, so if PR changes some HLD behavior, it should contain documentation update.
I use https://www.planttext.com/ based on PlantUML (has awesome plugin for CLion) to make the most of my documentation diagrams.
I hope this will help you.
Thanks for summarising my previous comments on art style. My most up to date way of putting it would be: "abstracted, with non-photorealistic flat materials, but hyper-detailed, moving and alive".
I really like your idea of 3 + 2 wealth levels. I think that is exactly a granularity that makes sense.
I took note of it here: https://www.notion.so/aeplay/Families-Persons-23615261f3b340bcac268e3761ab1961
I would say that modern psychology research on happiness doesn't agree with you - at least not completely.
I think I suggested this also before somewhere, but since you are doing such extensive research for this game, maybe you should also do a little bit of reading on psychology of human decision making. A great place to start is this book: Thinking, Fast and Slow by Daniel Kahneman. A very short summary of this book would be: humans are often not as rational as we'd like to think.