For anyone who doesn't know, I've been the de facto lead developer for Liberal Crime Squad for several years. This post is about what I've been working on recently, what I might work on in the future, and what the current considerations are. I'm interested in writing this post both to help me think about it, and to invite comment, since future development obviously impacts players as much as it impacts me, and I'm interested in what players want. LCS has always had a very community-driven development in my mind, and it's inspired me greatly throughout my education, and I value your input greatly. For a bit of background, while working on Liberal Crime Squad, I was getting a degree in Game Design; I now have that degree, graduating with honors as valedictorian of my degree program, and turned down a job offer and multiple leads to strike out on my own and do independent development, since I crave the creative freedom that this grants.
Right now I'm working on a couple of smaller Flash projects to pay the bills (I'll provide links when they come out), but I have done some Zombie Survival Squad development since my last post in the "Zombocalypse" thread. I replaced the engine and it now has some nice tile-based lighting that adds a lot of atmosphere, and the new engine smooths movement so that you have real-time seamless movement between tiles, rather than popping from tile to tile and consuming your action bar. It's a better iteration has the seeds of being pretty fun, and the lighting is simple but really effective. Despite this, I still have to re-implement a couple of the features. My current plan for it involves spinning the combat/dungeon crawl aspect off and building that as a standalone game, then expanding into the full strategic game after that. This is to allow better monetization; that is, it's to ensure I can make a more steady income while developing it, which is also a major factor motivating taking breaks for side projects. The combat game is pretty close to a closed demo playable state, though it's not much more than what's been seen in the videos.
Recently, I've been itching to work on something LCS style, with strategic gameplay and interesting character development and choices. For awhile I tossed around the idea of porting LCS directly to Flash, complete with the text-based interface; this would make it trivially cross-platform with no complex download or compile required on any system, since it could play in the browser, and would broaden the audience. I even have a working tech demo of it on my computer, proving I can emulate the console window accurately and get the game looking and feeling exactly correct. But ultimately I had to reconsider: The complexity of making LCS work with the Flash engine made its flow less intuitive to follow in code, and that means it'll be harder for other people to contribute to in open source. I'm also not sure how much money I could actually make for the amount of effort it would involve. I considered asking for donations, but realistically speaking, how much benefit does making LCS playable in your browser actually add to most players? It's not like it's a major gameplay or interface enhancement. It's a project that's entirely doable, but is probably more interesting to me than others.
An alternative but similar idea would abandon the idea of a straight console emulation, but still do an LCS port. Buttons would be click buttons, fonts would be appropriate to the screen (newspapery in newspapers), and so on. But it would still play as LCS, it'd just be less ASCII. We could have mouse over tooltips to help players learn better, things like that. Two things dissuade me: It's still a daunting amount of work, and I don't know how I'd make money from it. LCS being open source is what let me start working on it, and I think it's really valuable how much the game has received from others, but it's a major inhibitor from working full time on an LCS project. Closed source, even encrypted games are the only thing that keep the Flash market going, and obviously I can't sell LCS either -- I didn't invent it, and there are many other people who have contributed a lot to the game's development. The only way to do it would be through donations, as far as I can tell, and I'm not sure how far that goes.
Going a step further, an idea is to do a sort of spiritual sequel with a nice GUI that abandons the Liberal-Conservative joke (sacrificing the amusement for LCS's limited audience in favor of interesting a larger audience) but stays light-hearted and continues to model a sort of political criminal cell in a modern setting. Name it something obvious, like "Insurgency". I'd have the IP and could do things like charge a small amount for the game; probably not more than $5. With enough interest, it would still justify the effort put into it.
But how different is this concept from ZSS? Doesn't this just lead back to the whole zombie concept, of making a new game inspired by LCS? I guess I feel a bit bogged down with it. Part of it is the desire to really make a fun and robust experience while you explore buildings and such. Part of it is the way the game design feels torn between different concepts. I'm not sure if the target audience for ZSS is LCS fans or casual Flash players, and that ambiguity makes it harder to design. The added complexity of trying to make a nice GUI for the game slows down feature development as well, which is demotivating. The more ambitious the game, the less agile I feel developing it, and I'm a huge fan of agility.
Another struggle is that the genres I feel most energized by are strategy and RPG games. This sounds like a great fit for ZSS, but as I work to get the combat system fun and interesting, that's not as exciting for me. I'm less interested in the moment-to-moment experience than the minute-to-minute experience, though I know that the moment-to-moment experience is extremely important and can't be ignored. I'd rather think about interesting character growth and strategic decisions than inventory management and trying to figure out how to integrate parties into this form of gameplay.
Finally, for some actual ideas about LCS in its current form, I can make graphical editors for modding. That is, I can do such things as make a real point-and-click tile-based map editor program, or a window that opens up and gives tooltipped fields for editing items. I'm not sure if I'll do this or not, but it seems like an improvement on the current system, and it would allow easier conversion of things in the game to be data-driven (moddable), since it would remove the requirement that everything be in human-readable text files. I also want to add a rocket launcher to the game that is very expensive/hard to get and requires a reload after each shot, but can one-shot cars in chases and destroy tanks. I'm also interested in working with the interrogation system to respond to the many requests to add back water and food, but make the system more intuitive and communicative.
There's also a model for working on LCS for donations, perhaps even
going all mercenary with the feature list, and allowing donations to be pledged to future features and conditional on their implementation. I'm not philosophically opposed to this kind of model, though there's a psychological barrier to asking for money; I also feel a bit strange about getting money for working on LCS if others who develop for it don't. But I guess this is all pretty normal for open source development. If you're wondering, I do have a very voluminous written list of ideas for the game, including many by Toady One and Threetoe, such as police pulling you over and administering beatings, protests and riots, mental illness, surveys tracked with graphs, ability to set an official LCS uniform and symbol, and many others.