End of Time might have only been listed on TMC since May of 2013 and has a “MUD Created” date of 2005, but it really dates back, in some form, since 1999.
tl;dr: Realmz of Delusion informed much of the development of Cleft of Dimension, including some areas being transplated from RoD almost directly, which End of Time split off from CoD in 2003, so despite the “created” and listing date, we date back that far.
A bunch of us were playing a Final Fantasy based MUD called Realmz of Delusion that was built on ROM as early as 1998, which is where I really trace the lineage of my game. During 1999 RoD’s head build started working on a side project game called Genesia also based on ROM. A friend and I joined the project and was working on a mythology based planet (which would be one of many planets) while we were also working on and playing RoD. In early 2001, we got word that the MIA owner of RoD was shutting the game down, so we scrambled to have a playable ‘replacement’ Final Fantasy based MUD setup in time to migrate the playerbase over, so we took Genesia, worked day and night for 2 weeks converting it to a Final Fantasy theme, used our mythology planet’s world map for the new game, called it Cleft of Dimension. We migrated the playerbase over the following 2 weeks, also trying to salvage from RoD what we could (I spent a bit of time cloning areas I built for RoD over to CoD as well). As you can imagine, there’s a lot with that game that was subpar in quality and very rushed, because, well, it was very rushed. But we had something passable and playable before RoD was gone for good.
We (6 of us as the original founders) opened Cleft of Dimension in March of 2001 and listed on TMC in September 2001. I maintain that listing and a copy of the codebase as it existed at around 2003-2004.
Fast forward a couple of years and a bit of drama later… CoD split into two MUDs… I and another left with a copy of the game and setup it was End of Time, while CoD continued with none of the original founders shortly after. Spotty development on EoT continued through 2003 and 2004, much of the earliest development focused around both completing concepts that never came to be on CoD and to rework areas, hometowns, and similar to give EoT a distinct identity apart from CoD.
My partner left the project after FFXI became a big thing and it laid dormant for around a year and a half and in late 2005 I brought the project back up myself. This is where the “2005” date comes into play. I started mostly just reworking old areas, redoing descriptions on some of my own areas I was never happy with, etc. In 2006 I had a couple of pretty sizable contributors and the code really started toward the path that led us to where we are today, and during the course of that I learned and became compentent in handling most code related things myself.
But yeah, there are actual, definable elements in the game that date back to work I’ve put into the codebase as far back as 1999, while 2001 is when we converted the codebase to Final Fantasy themed. Going on 20 years now…