25 Oct, 2011, Hades_Kane wrote in the 1st comment:
Votes: 0


TLDR Version: End of Time is a Final Fantasy based ROM MUD that doesn't require previous knowledge of Final Fantasy to enjoy and understand. We boast numerous unique features including a deep magic and combat system, team attacks, an ANSI world map, racial templates including Vampires and Werewolves, detailed character creation and much more! The game has been in development for YEARS and is getting near to opening and this is the perfect time to jump on board!

Full Version:
End of Time is a predominately Final Fantasy based MUD with heavy influence from the Chrono series. It was built ontop of the ROM Codebase, but has progressed far beyond anything resembling stock.

While we are a 'themed' MUD, previous experience with Final Fantasy is NOT necessary to play, enjoy, and understand the game. Our areas, races, and classes are based on the worlds in our theme, but woven together for an original, if not "inspired" experience.

We boast numerous ORIGINAL features UNIQUE to our game, many of which written by a coder who has gone on to release numerous snippets that can be seen in dozens of MUDs, including some of the most popular Final Fantasy MUDs. Some of these include the ability to create custom skills known as "limit breaks" whose usage bar increases under circumstances YOU decide, with affects and messaging decided by YOU. Our magic system has seen a complete rewrite, with the ability to modify, retarget, cancel, combine and other things to spells while they are being cast. Our combat system, while round based, has been broken out of the traditional timed rounds and its timing is based on your stats.

Our game offers several other features, including random battles in the vein of console RPGs, team attacks that groups can perform in the vein of the Chrono series, elemental alignments for players and rooms, experience points for skill use, class promotion (nearly ready to be opened) that allows you to pick the class direction your character will progress through, detailed character customization that allows you to set what your character looks like in creation, racial templates that "overlay" your current race (includes Vampires, Werewolves, and many more), and much more!

Numerous "annoying" aspects of stock ROM gameplay have also been elminated, such as the need for food/water is gone, the need for lights has also met it's end, along with things like movement points and "lag" time for skill use, which has been replaced with a much friendlier "wait time" that allows you to do most of your normal commands within the MUD and just regulates (mostly) skill use and combat commands.

Our world has areas mostly based out of Final Fantasy, but are arranged and developed in a way that is original to our game. Familiarity with the games is not necessary, or in some respects even helpful, so there is NO entry level barrier to people not familiar with the theme. For those who aren't, you can expect a predominately Fantasy setting, with elements of low technology, mythological elements, and political intrigue all mixed together. Indeed, any "events" from any of the games comprising our history date back at least 30 years prior to the current in-game timeline, and so most of the story and roleplay will have little to do with events from the game, they are simply backstory. There are NO PC versions of characters from the games to contend with, as we are driving for originality in our stories, just in the themed setting we have crafted. At of this post, there are over 105 areas completed, most of which are currently accessible as well. The world and clan systems are all setup for a large playerbase, which we hope to someday achieve.

We have been development for literally YEARS, with elements of the story and roleplay dating back two MUDs and 12 years prior. The codebase itself, originally a side project for a friend of mine, myself, and another friend, was transformed into a Final Fantasy based MUD after the one we had been playing for a while was going to be shut down. This was the birth of Cleft of Dimension in 2001. A few years later, as one of the original founders of CoD, me and a handful of other Admins split from CoD and converted the codebase into End of Time, while CoD continued to run in its own, unaltered state. Development was spotty for a couple of years with sporadic coders, but EoT has been up consistently and in development since I took over as coder in 2005. A lot of time and work has gone into crafting a completely non-stock world, with tons of things in the code re-written from scratch or very heavily modified. We are getting tantalizingly close to finally opening and I am hoping to draw in some players to start filling in key immortal and player roles alike. Leaders for 2 of the 3 major government clans have been filled, but otherwise many of the top positions within them are open. There is a very small immortal staff now, with plenty of room for more. This is a really well crafted game whose potential now rests in the hands of the players, and wish a solid playerbase, I have little doubt it will soar to great heights. Things are pretty quiet at the moment, but I'm hoping to start drumming up more of a public interest before listing the game and officially opening. Consider giving End of Time a try!