The project Hall of fame Special thanks

Multikill is a free-to-play browser game, in which the user creates his own clan. Here's the story:

2005 - CST

The original Clan Manager named CST was a single player Delphi application, stimulated by some experience with Delphi in computer science education. A virtual player was expected to climb the career ladder while always facing new and better opponents. Despite good progress, I have stopped the project in the third beta, as I had got a good look at Delphi and the game probably would have found nobody to play it. Moreover, even the next experiment was alreadey selected: It should be a browser game in PHP.

2006 - CSTO

So in early 2006 an "O" for "online" was added to the CST and the experiment was included in my private homepage. Thanks to good planning and some previous contact to PHP the CSTO quickly took shape. At that time the game was limited, as the original CST, to only one player rather than a clan and was in fact situated on a single page. Nevertheless, you would have been able to train skills, build some facilities and purchase equipment! The game was limited to the private area of my website and therefore accessible only to a handful of players.

These few members, however, were taken with the idea and almost all have played in passing. I was confronted with many feature requests that would have exceeded the boundaries of a small feature on my site. So I finished the experiment successfully and went to construct its successor.

2007 - CSTO2

The CSTO2 was, to some extent as a next experiment, strongly object-oriented and was placed on a seperate domain. The development took some time but I soon was able to start the first beta, and finally in September 2007 launched the first final version.

It turned out that the CSTO2 was not very user friendly in some sections and the fight calculation often met with criticism. This criticism was justified: The wars were in fact simulated on a virtual map, and due to the bunch of features it was just impossible to balance. I spent whole days during the development with repeatedly adjusting parameters, but as the game proceeded it became clear that this fight was not to win. (I learned from that!)

Oh, and the final version got a relatively complex league system that was designed for more people as I expected to be in the beta. Since several leagues ran parallel, ambitious players could advance faster through the hierarchy. The previous league system was already showing its disadvantages at a count of 150 clans while the new system was planned to stay interesting with a significantly greater number of clans.

2008 - Multikill

With this next round, some problems of the first version were ironed out. The combat simulation had been completely redesigned and many other things had been improved. I introduced a live ticker, in order to enable the users to finally "take part" in the wars. In addition, the design was slightly modified (Just think of the beautiful icons!)

I also was looking for a new name, connected to FPS multiplayer, which had to be well-known and a free domain. "Multikill" was quite a good choice, I think.

2010 - Multikill 2

The development of the next version began in 2009, but was interrupted by my studies and other project often. The design had changed radically, the engine had to be revised again in order to meet the changes of the laboratory. Of course there were a few more improvements, including the registration system, which was completely rewritten to provide more convenient access to the game.

Also, the league system was revised again, because there was once again legitimate criticism: The CSTO2 it was designed so that it could cope with unexpectedly large crowds of users. However, when the flow of new users got smaller during the duration of the game, there was the problem that new users often had to wait too long to be assigned to a new league.
This was fixed by filling up the lower leagues with botclans automatically.

And for some reason, I in fact cannot remember precisely, I have started to offer the Multikill completely bilingual, a decision that I especially now (that is, while translating) regret ... But perhaps the idea was not quite so bad, time will tell.

loading...
loading...
Multikill V2.2 | Design, Programmierung, Hosting usw. von Lukaro
Seitenaufbau in 0.2442s, davon 0.1301s(53.27%) für 6 MySQL-Abfragen (6 vor Cache)
Bitte beachte unbedingt die Regeln und das Impressum