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RPG
Any
Browser
Yes
Text
Tick Based
Beta
Developer:
Tony Richardson (Deus)

Added:
Updated:
5/22/2009
5/22/2009
Payment Type:   FREE


Fight your way to being the best player, with well over 1 million different item possibilities, loads of enemies and areas all rapidly increasing, you will never be short of something new.
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Game Universe

Shattered Conflict is a large world full of Demons, Undead and many vicious creature ready to kill anyone to stumbles near. The inhabitants of the world will never be safe and it is up to the Heroes (Players) to protect them.

Desperate Alliances will be made, sinister plots will unfold, the land will part as hell spews forth its demons and the battle rages ever on in a desperate struggle to retake the land and unite it under a peaceful rule.

Game Goals

I won't lie here. Shattered Conflict is the beginning of a string of games which will provide more and more power and the ability to utilise features that are more than likely never seen in a text based game before. Shattered Conflict represents my ability to create a successful game and move on to something bigger (Shattered Conflict will never be left for the dust).

Development

I've been playing text based games for many years now and have been disappointed time and time again when they fail to provide for re-playability due to resets and/or lack of features. With this in mind I decided to start learning how to make my own and before long, the first Beta was on its way.

It proved successful while even with its flaws, people continued to invite their friends due to the constant updates. Always having something new around the corner seemed to be what entertained people the most so I made that the primary focus of my game.

I've gone through the code 4 times now rebuilding it from scratch to ensure that it is capable of being the best it can be whilst supporting all of the game features with minimal latency. The final rebuild introduced the game to AJAX, from here the game will leave Beta after a streak of large updates. The game had at its peak, 126 players, of which 49 were active and you could expect up to 10-12 online players when you logged in. Recently however, due to unforeseen events and my inability to get near the code for 6 months, the players began to leave (Can I have a sad face here?).

Refusing to accept this as the end I jumped straight back into the code and threw out some very large updates in quick succession and I will continue to do this until the game is "complete". After that, updates will be smaller yet still consistent to provide even more for people who have seen everything.

Developer's story

See "How was the game built?".

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