Metaplace! That's what!

Build a virtual apartment and put it on your website. Work with friends to make a huge MMORPG. Share your puzzle game with friends. We have a vision: to let you build anything, and play everything, from anywhere. Eventually, anyway. We have to finish first.

Returning Alpha Tester?

Latest Forum Posts

Owen on Metaplace Chat In This Thread!

May 16th, 2008 at 4:30 AM PDT
4 Replies, 35 Views

Owen on Metaplace Chat In This Thread!

May 16th, 2008 at 4:30 AM PDT
4 Replies, 35 Views

Owen on Metaplace Chat In This Thread!

May 16th, 2008 at 4:30 AM PDT
4 Replies, 35 Views
MetaForums
Media Info

Feel like writing about Metaplace.com on your own site? Maybe you're a journalist? Here you'll find all sorts of materials that might make that easier: fact sheets, screenshots, logos and other artwork, and all the other handy stuff that goes in a Media Kit. Go nuts -- you've got blanket permission to use any of this stuff!

Contact Info
Areae, Inc.
11770 Bernardo Plaza Court
Suite 101
San Diego, CA 92128
USA
Phone: 858-451-2700 Fax: 858-451-2722
For press enquiries, please email:
FAQ

Our motto is: build anything, play everything, from anywhere. Until now, virtual worlds have all worked like the closed online services from before the internet took off. They had custom clients talking to custom servers, and users couldn't do much of anything to change their experience. We're out to change all of that.

Metaplace is a next-generation virtual worlds platform designed to work the way the Web does. Instead of giant custom clients and huge downloads, Metaplace lets you play the same game on any platform that reads our open client standard. We supply a suite of tools so you can make worlds, and we host servers for you so that anyone can connect and play. And the client could be anywhere on the Web.

We hope there will be millions of worlds made with Metaplace. It could get hard to find stuff if we're right, so the portal lets you easily search, rate, review, and tag worlds and games of all sorts. You also get a user profile so you can find each other.

That's sort of the whole point. You should be able to stage up a massively multiplayer world with basic chat and a map you can build on in less than five minutes. It's that easy. Inherit a stylesheet -- puzzle game, or shooter, or chat world -- and off you go! Building maps and places is as easy as pasting in links from the Web, and dragging and dropping the pictures into your world.

What's more, you can link your world to someone else's world. Put a doorway in your virtual apartment that leads to Pirate Vs Ninja-land! Stick your world in a widget on your Facebook or MySpace profile. Mail it to a friend and they can log in with one click.

You can make pretty much any sort of game or world you want. You can decide whether it's massively multiplayer or not (it's MMO out of the box, but you can set it to a lower size if you want). You can decide whether to have physics or not, you can change the keymappings and the interface, the sort of stuff there is in the world, the maps... basically, it's all up to you. Game logic is written in MetaScript, which is based on Lua. So it's easy to make whatever kind of game or world that you want.

Metaplace will support everything from 2d overhead grids through first-person 3d. However, right now we only have clients that do 2d of various sorts, including grid view, 2d isometric, 2.5d heightfields, and so on. We expect to keep working on the 3d client support.

We speak Web fluently. Every world is a web server, and every object has a URL. You can script an object so that it feeds RSS, XML, or HTML to a browser. This lets you do things like high score tables, objects that email you, player profile pages right on the player -- whatever you want. Every object can also browse the Web: a chat bot can chatter headlines from an RSS feed, a newspaper with real headlines can sit on your virtual desk, game data could come from real world data... you get the idea. No more walled garden.

Metaplace is made by Areae, Inc. We're a team of veterans of the game and Web industries who thought that the current way of doing things was kinda slow and didn't give users like you enough control. Check out the company website to learn more about us!

Developer Blog

Community Spotlight - Tile Tactics by Owen

This week's Community Spotlight is Tile Tactics, a strategy game made by Owen, an active forum member and alpha tester.

 

Can you tell us a bit about Tile Tactics?

Tile Tactics was originally a PHP browser-based territorial strategy game I had been creating, which I decided would be a good first project to try and port over to Metaplace. The original game involved claiming and holding ownership of valuable land, which was defined by the value/rarity of the resources held in those tiles.

I've been taking what was essentially a turn/action-point based asynchronous multi-player game and trying to turn it into a Real-Time Strategy game, which was now possible thanks to the Metaplace servers. So at first I had been working on including some essentials for RTS play that were not currently available, such as double-click support for better mouse controls, window unit selection etc. I've also begun working on the basics of unit creation, ordering units & territorial control.

How long did it take you to make this world?

Well the metrics for my world tell me I've been in there almost 70 hours, but I'm convinced it must be much more!


Although the vast majority of that time is probably spent just staring at the screen wondering how I'm going to approach a particular problem, or going back and trying something a different way.

What has been your favorite part about working with Metaplace so far?

It's been said before but the community is great. Just the other day in the alpha chat room we were discussing with the Devs an aspect of the server what was holding me back and I was unsure how I was going to work around it. A few minutes later Dorian came back and said they had made a change to that system so I could continue on as I was going! Needless to say I was very pleased with such rapid feedback.

Where did you obtain the art for Tile Tactics?

The art all came from the assets I created for the original game, which were intended to be a simple as possible.

I could say it was all created on a "pixelated theme" to reflect the blocky nature of the original grid based map... but really, the easier to draw the better.

Did you work alone or collaborate with others?

I've worked alone, but have had the help of other testers when needed. It's great to be able to just go into the chat room and herd the guinea pigs into my world to try and break stuff!
I've also tended to script everything from scratch, in order to try and get to grips with MetaScript/Lua, but I'm sure I'll be making use of the module market to add features to my projects in the future.

If not finished, what else do you have planned your game?

I've had requests from some other testers to export some of the elements I've made as modules, such my mouse-click manager and unit selection scripts, so that they can use them in their own worlds. So I'll be getting rid of some bugs and cleaning them up to be exported at some stage.
As for the game itself, it is currently very much a prototyping world at this point, but I'd like to be able to get it to the stage where it can be a persistent-world territorial game with a close resemblance to the original 'design'.

Do you have any other worlds or games in mind to build on Metaplace, or are you working on anything else right now?

I'm focusing everything on Tile Tactics at the moment, but before I even got into Alpha I said I had wanted to take Uberspace and turn it into a Team Fortress type game. So I think that might be what I'll have a go at next, unless someone beats me to it and makes Uber-Team Space-Fortress before me!

Can you tell us a bit about yourself?

My name is Owen Canavan from Ireland. Originally an engineer, moved over to IT, and I'm now pondering the possibilities of getting into game design, so Metaplace is a great way to explore that and actually make some games.

I've been following MMO development since the pre-release SWG days and began to teach myself programming with PHP running a SWG guild site.

 

 


Thank you Owen!

 

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Posted on Thursday, May 15th, 2008 at 11:20 AM PDT

Cuppycake's Metaplace Journey - Part 2

My Journey With Metaplace (Part II)
Templates, Scripts, Inputs and Commands – Oh My!


At this point in time, Ponyplace was nothing more than a flamboyantly colored background of grass and rivers (made completely of tiles that were available for free on the web) with a gaudy orange and pink pony plopped down in the middle. Not much of a game yet, but I could clearly see the vision of where I wanted Ponyplace to be. The question was, how do I get there?

The first thing that I knew I needed was movement, crucial in making Ponyplace a game rather than a slide show. This was where I was about to start my intimate romance with scripts. *cue dramatic music* At this point I wasn’t familiar at all with templates, but knowing about them now makes this a lot easier to explain – so I’ll attempt to do so.

A template is really a pretty simple concept that took me a little bit of time to comprehend, so I’ll try to define one in terms that will make everyone understand. Basically, every object in your world has a template. It isn’t necessarily its own unique template (for example, every gnoll in your RPG can be from a gnoll template) but every object needs one. What this means is that if I make a gnoll template, and make it so that gnoll has 40 hitpoints, and give it pink hair – every gnoll that I place down in my game using that template will have 40 hitpoints and pink hair. If I want an ogre instead of gnoll, then I make a new template called “Ogre.” Templates are the cookie cutter for all the different cookies I’ll want to put in my game.

I mentioned attaching scripts already but I’ll explain it a little more in detail. The tools allow you to create as many scripts as you want, but they don’t really do anything unless you attach them to one of your templates. What good is a script telling an object to walk if you don’t tell it WHICH object to make walk? This is where attaching comes in. Attaching a script is as easy as making one by clicking a “New Script” button, and then dragging your resulting script onto a template. So if I make a script and name it “Run” and I attach it to the gnoll template, then all my gnolls will be able to run. Neat huh?

 

Another important thing to know is that your player has a template. Of course it does, it’s an object remember? Every object has a template. I talked about this in the last blog post a little bit when I needed to change the art for my avatar from being a stick figure to being my awesome pony. Just to confuse you, there is also a template for your “World” and one for your “Place”. It’s not as complicated as it sounds. Think of your world as being your entire game, and your place as being the one “zone” that you’re in at any given time. You might want to make a script that causes a thunderstorm, and if you only want it to rain in one place you’d attach it to the “Place” template. If you wanted it to rain in the entire world you would attach to your “World” template. It gets a little more confusing than that but that’s really all you’d need to know.


Now that I’ve given a little primer, I’ll explain how I made my pony move. Right off the bat I thought to myself, “How the heck will I come up with the code to make my pony move!!??one11” but it proved to be quite simple. We have this awesome resource called the Metaplace Wiki that has an entire section dedicated to code snippets. These are little pieces of rad functionality that I can completely rip off (read: steal) by coping and pasting it into my world. There happened to be one named “Simple click-to-move” and since I like simplicity – I stole it.

 

-- Inputs and commands
Define Commands()
(1) MakeInput('Click on terrain to move to destination.',
'mouse-terrain', 'click', 'none', 'slide_terrain')
(2) MakeCommand('slide_terrain', 'Slide to destination on terrain.',
'x:float', 'y:float', 'z:float')
end

-- Commands
Command slide_terrain(x,y,z)
(a) distance = math.abs(x - self.x) + math.abs(y-self.y)
(b) slideTime = 350 + distance * 75
(c) SlideObject(self, x, y, z, slideTime, 1)
end

 

There’s the code. Daunting, isn’t it? It’s really not that scary – but I remember being TERRIFIED by this. Let’s break it down a bit.

Let’s start with the second section which is the Commands section. This is the real meat of the script; the part that actually makes the avatar walk around. The first line (labeled with an “a”) just calculates the distance between where you’re currently standing and where you click to move. The “b” line calculates the time you should take to move in, or the speed. The third line, “c”, actually moves the object. SlideObject is a built in function that my world will already understand as long as I give it the right parameters. You’ll notice there are 6 parameters (self, x, y, z, slideTime, 1) and I could explain each one – but this is already a lot more technical then I wanted it to be.

The first section is the Inputs and Commands section. Line 2 just makes a command named “slide_terrain” and line 1 makes it so that command is executed whenever you click the mouse. Easy! Less than 15 lines of code and now every single person who plays Ponyplace will be able to move.

 

So I opened up my player script and plunked this chunk of code right down inside it. I saved the script (which checks for any script errors – luckily I didn’t have any errors or I’d blame someone else for them). My player script comes automatically attached to the player template, but I double checked it just to be sure. I tried to click around in my world and nothing happened.

Oh! Silly me, I forgot to change my world to “play” mode. Worlds have two different modes when you’re in the tools – “Build Mode” and “Play Mode”. A simple button click toggles the two modes, but while you’re in build mode it makes it so that your scripts don’t function so that things aren’t moving around while you’re working on your world. I changed to “Play Mode” and clicked around. Nothing happened. I swore.

After swearing a lot, I decided to just restart my world to see if that would fix it. It did! (Turns out I could have just reloaded my user instead of restarting the whole world, but I hadn’t learned that yet). My pony could now glide gently around the pasture by clicking the mouse. It was incredible! I have never felt so triumphant in my life. After prancing around the office and proudly proclaiming that I am the best programmer who has ever worked on Metaplace – I came down to earth and realized that I hadn’t REALLY done anything other than copy/paste a script. It still felt amazing and made me want to do more and more. After learning how to make my pony walk, it was only minutes of work to learn how to make the pony rear up on its hind legs when you hit space bar. Hitting “E” for eat, made my pony put its head down to the ground. I imported a galloping sound for when the pony ran, and a munching sound for when the pony eats. It was simple and awesome.

I quickly announced to everyone in the office that I have created a masterpiece and that they should come check it out by pasting them a URL right to my game. I had 5 or 6 people in Ponyplace at once, everyone an exact orange and pink clone of my pony (those thiefs!). Everyone could click around and move because they were all “players” and the player template had a player script that contained my movement code. All little objects running around my world, instantly multiplayer with all the same abilities. Watching everyone run around galloping, eating, and rearing up on their hind legs was an exhilarating feeling. It wasn’t much, but I had made my first epic game within Metaplace.

Tami "Cuppycake" Baribeau

Community Manager

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Posted on Monday, May 12th, 2008 at 4:22 PM PDT

Community Spotlight - The Peon by Jeff McNab

This week's community spotlight is on "The Peon", a type of Real Time Strategy game created by Jeff McNab.

Can you tell us a bit about The Peon?

In The Peon, players take on the role of lowly peasants in a medieval city who travel between various zones collecting ore, wood and grain. These resources are then deposited in the city. The resources are used to increase the size of the city, granting bonuses to all players, along with being used for the local city's defenses. Player's increase their capacity to harvest and carry resources each time they deposit resources in the city , similar to experience gained in more traditional RPGs. The players all have to work together, harvesting the various resources, in order to make the city flourish and grow, along with keeping an invading army at bay.

How long did it take you to make this world?

While I haven't kept good notes on exact figures, I would guess that it's somewhere between 35 and 50 hours. The majority of it was spent on art assets, since I've been hand painting most of them. For instance, I spent about 12 hours of time creating the player sprite because of the various angles he needs to face. I would say I've spent about 60% of the time on art assets, with 30% on scripting and learning various Metaplace functionalities and the last 10% on pre-production, a.k.a. thinking and writing.

What has been your favorite part about working with Metaplace so far?

The community. Hands down. Both employees and non-employees alike have such a strong passion for the product, and it shows. Getting help is extremely easy and people are more than willing to help out with anything you may be having questions about.

I also like the ease with which you can create virtual worlds. It really is as simple as "point-click-virtual world". The manner in which Metaplace allows game creators to get a working game up quickly with lots of functionality is just great!

Where did you obtain the art for The Peon?

I created all of it from scratch, so I guess the answer would be "my head". When I first started working on the art, I was playing around with a more painterly style using my pen tablet. Of course, this was only created after using "filler" sprites (circles and squares of various colors) while I played around with the game design.

Did you work alone or collaborate with others?

I worked alone on this project. I wanted to see how much I could do by myself. Metaplace is such an easy tool to use that this was not only possible, but actually easy to do.

If not finished, what else do you have planned your game?

It's definitely not finished right now. There's a couple of bugs in the player script, along with various other non-implemented aspects (like the invading army). Of course, lots of art assets to do. I've actually been toying around with the idea of changing the visuals completely for a more comical style of graphics.

Do you have any other worlds or games in mind to build on Metaplace, or are you working on anything else right now?

There isn't enough space for me to tell you about all of the game ideas I want to play around with on Metaplace. The issue isn't ideas more than time right now.

Can you tell us a bit about yourself?

I'm a senior studying game design at the Savannah College of Art and Design. I've been interested in game design ever since I started playing desktop role-playing games, such as D&D, at the age of 8. I spent lots of time playing games and interacting with people through games. It's one of the reasons I have such a large interest in virtual world design.

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Posted on Thursday, May 8th, 2008 at 2:06 PM PDT

Cuppycake's Metaplace Journey - Part 1

So there I was, the freshly hired Community Manager for Metaplace.  It was last summer, and a lengthy drive across the country brought me to my first day on the job – my dream job!  I had never been so excited in my life.  What is better than spending every day submerged in games, with people who are deeply familiar with the anatomy of games, socializing with a community of future players who are just as passionate about games as you are?  So there I was sitting at my new desk, looking at my new shiny computer, and feeling a little apprehensive about my new adventure.  

Let me briefly inform you about my programming experience (or lack thereof).  I know a little bit of HTML, enough to format some text on a page.  I’d never ventured into the intimidating world of CSS or Javascript, but bold text and line breaks are a breeze!  As far as Lua goes, I’d taken a peek at several addons for World of Warcraft and learned how to tweak them a bit – but that’s the extent of it.  So when I heard that Metaplace worlds used a form of Lua called Metascript, I was a little worried about how long the learning curve would be for me.  Since my first task as a new employee was to start working on our public wiki, I started digging and becoming familiar with the API functions that I was documenting.  (Keep in mind, I had never heard of an API function in my life).  Some of them appeared to make sense at first, like SlideObject().  I mean, how hard could it be to slide an object from one place to another?  Well, that’s when I was introduced to things like arguments.  All of a sudden there are things like object ids, coordinates, and milliseconds.  Phew, I had some learning to do.

So I decided I needed an ambition.  In my interview before being hired, I was asked “What kind of game would you make on Metaplace?”.  I promptly told them that I’d make a game with ponies, of course *rolls eyes*.  I figured that combining two of my loves, ponies and RPG’s would be a great idea.  With that, Ponyplace as an idea and an inspiration was conceived.

I pulled up our build tools (which were pre-alpha at this point, not even on the web yet!) and started poking around.  I saw all sorts of options – things like templates, sprites, tiles, backgrounds.  Under templates, I noticed something called “player”.  In typical Cuppycake destructive fashion, I had a brilliant idea to delete the player template.  I figured I could make it later, right?  What good is having a template there that I’m not even using?  Well – I crashed my game server in a way that had never happened before at the company.  I’ve always been the master of first impressions.  It was Day 1 on the job, and I had already spilled coffee into my keyboard and blew up my first attempt at a game.  W00t! Luckily, our programmers here disabled the ability to delete your own player template pretty much right after I discovered it was possible.  Some testing really takes a n00b to find the obscure things that amateurs will try to do.

Since things were looking so good, I started out by learning about tiles.  I had watched Raph do demos of Metaplace already, and I remembered him uploading tiles from the Web and then painting with them across his world.  It all looked so simple!  My very first experience was with a free tileset that I found by doing a Google search.  I was pretty excited at seeing tons of search results for tilesets – it made me look forward to being able to skip the whole art creation process of making a game.  Away I went, uploading tiles and painting all over my world – deleting and restarting every few minutes to get used to using the different tools.  I laid all the tiles down and then I thought that perhaps I wanted some mountains and valleys.  I then tried to use the elevation tool to add some variety to my terrain, which was when I learned about view modes.

Apparently there are lots of different view modes that games can be built in.  There is an isometric view which I found looked really similar to games like Ultima Online, it was almost 3D.  Then there was a side view, and an overhead view.  I picked the overhead view because it was nicknamed “Zelda mode” and I figured that Ponyplace would be just as good as if not better than Zelda eventually.  I didn’t remember any mountains in Zelda, so I assumed that the overhead view didn’t support elevation changes (and I ended up being correct.)  

Now that I was familiar with painting tiles, I set out to find the exact tiles that I wanted to use for Ponyplace.  I was looking for something that would look good in a fantasy world, something fun and cute.  I ended up finding a generic fantasy tileset that worked perfectly.  There were grass tiles, mountain tiles, water tiles, edges of water tiles, and so on.  It was a blast to arrange the tiles to make my game background, which I learned is actually called a map.  I now had the background all ready to go to start work on the meat of the game, which was the pony avatar of course!

This was the part I was most excited for, putting my pony into the game.  I figured that since there were pages and pages of tileset results on Google, I’d be able to find a pony avatar that faced in different directions.  Man, was I wrong.  Apparently I was one of the only people in the world who was trying to make a robust, lush, equestrian world of exploration and intrigue, mixed with RPG elements like classic turnbased combat and a deep meaningful storyline (with ponies).  Completely baffled that there weren’t pages upon pages of search results to assist me, I decided I’d “make my own” and downloaded Paint.net.

 I am a very accomplished artist, so I combined all my skills that I learned at the four different art institutes that I attended.  It look all the talent I could muster to Google for My Little Pony and cut a pony out of a random image from the Hasbro site with the selection tool.  Not to mention how I slaved over the process of flipping the image horizontally so that I could have a left walking pony and a right walking pony.  And then, the bright pink and orange pony with palm trees on its butt was born:

(Editor’s note: This original art was removed because it’s not really all that original.  Remember folks, make sure to have permission before using art from the web and claiming it as your own!)

I uploaded the pony into my world, and figured out how to make the pony be my avatar.  When you first upload an image into a world, it puts it into a gallery of images called sprites.  Each sprite is given its own unique sprite ID to reference it anywhere else.  The player template (yeah, that pesky one I deleted earlier) automatically comes with a default sprite ID attached to it (right now it’s a stick figure).  All I had to do was open up the player template and change the default sprite ID number to the number of the pony I just put in.  Easy!  I now had a stationary object that resembled a hideous looking pony positioned in a brightly gaudy fantasy land.  Eventually I intend to switch the pony out for some original art, but this worked fine for prototyping.  Things were looking better by the end of my first day in my new job; I had accomplished the very first steps of creating what would eventually be the deepest role playing game the web would ever see.

(Stay tuned if you can’t get enough of the exciting adventure that Ponyplace promises to deliver!  Part 2 coming soon.)

 

Tami "Cuppycake" Baribeau

Community Manager 

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Posted on Monday, May 5th, 2008 at 11:12 AM PDT

Metaplace Community Spotlight - MPCards by Scopique

This week's community spotlight is switching it up a little bit, and highlighting something different other than a world. One of our testers, Scopique, has made a really neat XBox Live Gamercard-like signature image that dynamically displays the badges that users have earned within Metaplace. We liked them so much, that we're using them too! This is a unique spotlight because it displays the work also of another alpha tester, DrOffset, who provided the background art for the badges. Enjoy our interview with Scopique.

 



1) Can you tell us a bit about the badges you have made for Metaplace users?

The badges are dynamically created from the web service feeds provided for every MetaPlace Alpha user and include information such as worlds that were created by the user, the MetaPlace badges they've earned, and the avatar icon that the user has chosen for their MetaPlace account.

I had been thinking about what I wanted to use for my MetaPlace forum signature at the time, and thought it would be cool to have a signature that was dynamically created from my MetaPlace profile. The first format that came to mind was that of the Xbox Live GamerCards which provide a lot of information in graphical format that one can "use anywhere".

2) How long did it take you to make these?

It took only about two days for the first iteration, which is the index card style. Once that format was set and introduced, I created another, thinner version which is better suited to use as a forum signature. I already had code which interfaced with the web services, and some code which could layer different images, so it didn't take long to put the two together.

3) What has been your favorite part about working with Metaplace so far?

The people have been fantastic; everyone -- both the Areae staff and the community members -- are always willing to help one another. It's been great to see what the community has been doing with the tools, and a lot of that information is being posted for all to learn from and use.

Sometimes people can be really protective of their knowledge, but the Alpha testing has really benefited from all of the people who are willing to share their hard work with others.

4) Where did you obtain the art for the badges?

The user avatars, world and badge icons are on the MetaPlace servers and are available through a few of the many Web Service feeds provided by MetaPlace. The badges simply load the images from the web as specified by the web service feed.

5) Did you work alone or collaborate with others?

I worked alone in coding up the pages used to collect the images and generate the badge image, and Dr. Offset provided the background images and layout for the badges.

6) If not finished, what else do you have planned for the badges?

I'm still looking into adding mouse-over functionality to display the world names when you hover over the world images. I'd also like to create some other versions for use as forum avatars. Any other suggested uses are always welcome!

7) Do you have any other worlds or games in mind to build on Metaplace, or are you working on anything else right now?

My main project is MetaPunk, a cyberpunk themed MMO that's getting a lot of positive feedback so far. We're only in the planning stages right now over at MetaPunk.net, but we've got a a few of the prototype systems in development right now.

We've got a lot of ideas that we're excited to develop for MetaPunk, and I think that because MetaPlace is powerful enough to allow us to build something that's feature-rich without us going into debt to third party sources, we can take a lot of chances that more mainstream MMOs simply aren't able to do. Whether or not the public likes it is another matter :D

8) Can you tell us a bit about yourself?

My name is Chris Smith, 34, and I'm a professional web developer living in New Hampshire with my wife Isabelle and our 7 year old daughter. I've been a gamer for over 20 years now, and have always wanted to create games, but haven't had the head for graphics programming. I'm looking forward to using MetaPlace to build MetaPunk, and to see all of the fantastic things people will do with it.

Thanks for the interview!

 

 



Thank you Scopique for the interview!

 

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Posted on Thursday, May 1st, 2008 at 3:54 PM PDT

Metaplace Stress Test

The stress test has come to a close.

Thank you all for participating, and please fill out this survey to provide feedback.  There is also a forum thread for chatter about your experience.

See you next time!

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Posted on Wednesday, April 30th, 2008 at 5:02 PM PDT

Stress Test Today!

Reminder!

We will be having a public stress test of a graphical social world today, Wednesday April 30th at 5:00pm Pacific time! In preparation, please make sure you have the latest version of Flash. To participate, you do not need an account - you just need to come here to Metaplace.com and further instructions will be provided.

See you there!
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Posted on Tuesday, April 29th, 2008 at 11:52 AM PDT

Community Spotlight - Bubble Bash by ZimZam

This week's spotlight is on BubbleBash, a game reminiscent of a very familiar platformer from the past - Bubble Bobble.

 

 

Can you tell us a bit about "BubbleBash"?

Bubble bash started as a Bubble Bobble clone, it evolved into a multiplayer game when I tried to take advantage of the integrated multiplayer capabilities of the Metaplace engine.

How long has it taken you to build this world so far?

I would say maybe 20 hours give or take. The engine is very good for rapid development of ideas.

What has been your favorite part about building this world?

Watching it evolve, and testing it with others. We had some fun shootouts.

Where did you obtain the art for "BubbleBash"?

It was actually taken from a website that featured Bubble Bobble Graphics. I added several custom animations using Game Maker (it has a very very good sprite editor with automatic tween features)

Did you work alone or collaborate with others?

This was a solo project, although I did ask for help from others to test and play with me :)

If not finished, what else do you have planned for "BubbleBash"?

I want to integrate several other modes of play. A capture the flag variant (where both teams race to get to the opposing teams base to put out a large fire creature that acts as their king or lord), and also a free for all play mode where there are no teams.

Do you have any other worlds or games in mind to build on Metaplace, or are you working on anything else right now?

I am working on a pvp game (when I get some freetime) The purpose is to cast spells on opponents. You hit a certain combination of keys on the keyboard and it weaves a spell. There is a learning curve involved, but I think the mastery element will make it a lot of fun.

Can you tell us a bit about yourself?

I am a computer programmer, originally from Illinois. I went to Depaul University for computer science. I have a love of video games that can be traced back to when I was very young. My first computer/game system was a commodore 64. I learned BASIC on this platform, and eventually moved through several languages to my current favorite C# with Microsoft .NET. When I am not working with computers I like to be outside. Snowboarding and Scuba diving are some of my favorite sports. I also like to compose music, and work on other creative pursuits. Thanks for the interview!

 

 


Thank you ZimZam for the interview and the fun game!

 

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Posted on Thursday, April 24th, 2008 at 4:23 PM PDT

Community Spotlight - TreasureMaze by Arcturus

This week's Community Spotlight is on Arcturus, one of our earliest alpha testers. His Zelda-ish game was one of the very first RPG attempts on our platform. We liked his work on this game and others so much, that we decided to hire him here to work on the Metaplace team. Welcome Arcturus!

 


Can you tell us a bit about "TreasureMaze"?

TreasureMaze is an rpg inspired by the Legend of Zelda. Players search the maze for keys that unlock treasure chests and doors to new areas. The game also includes a town of villagers where the player can get quests, and a swamp level with a giant-bug boss fight.

How long has it taken you to build this world so far?

The initial setup for TreasureMaze took only a few hours – but I have since dedicated a lot of extra time to creating dialogues for NPCs, scripting encounters and battles, and adding in extra scenery.

What has been your favorite part about building this game?

The best part of making TreasureMaze is creating a real, working game that others can join and play. I feel like I can do just about anything with Metaplace if I find the right button or property in the tools. I have had fun making all aspects of the game – designing the town and unique NPCs that live there was especially enjoyable.

Where did you obtain the art for "TreasureMaze"?

I have very little artistic talent, so I imported a free art set by Danc called Planet Cute. The set included terrain, scenery, walls, doors, and other many other useful pieces for creating an rpg.

Did you work alone or collaborate with others?

I have built TreasureMaze on my own so far, but have considered opening it up to a group so it can be developed into an even larger game.

If not finished, what else do you have planned for "TreasureMaze"?

There are so many possibilities! I have plans for new levels, spells and abilities, and minigames that I can easily connect to TreasureMaze. My combat system currently accounts for hit points and mana usage, but I would like to add extra complexity with damage types, defensive ratings, and combat UI. I write a lot of music in my spare time, and I’m eager to start incorporating that into TreasureMaze as well. The next “big” thing I want to do is setup a party system so that players can form groups and adventure together more easily.

Do you have any other worlds or games in mind to build on Metaplace, or are you working on anything else right now?

Another alpha tester, DrOffset, and I have been discussing a top-secret joint project… Also, I have the beginnings of a space exploration game that I hope to start developing further.

Can you tell us a little bit about yourself?

I’m a recent college graduate (music/computer science) and worked in banking until just a couple months ago. When I’m not working with Metaplace, I sing in the La Jolla Symphony Chorus and play viola in the Palomar Symphony. I’m also writing a lot of music on the side to incorporate into my Metaplace games. And of course, I’m a long-time gamer who’s eager to see what Metaplace can do when it goes public =)

 

 



 

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Posted on Thursday, April 17th, 2008 at 4:52 PM PDT

Community Spotlight - Dragonlings by chooseareality

This week's Community Spotlight is on chooseareality's game, Dragonlings. Dragonlings is a unique game in development with some very interesting and exciting plans for the future. Please enjoy an interview with the game's creator, chooseareality.

Can you tell us a bit about “Dragonlings”?

In Dragonlings you live as a dragon. Your life starts as a hatchling and you can grow over time into one of the giant dragons we know from fantasy worlds. The actions you take will determine the skills and abilities you have. Initially you will be able to explore the hatchery caverns and the forest outside. The world will grow as time passes into a full continent and eventually other continents as well.

Dragonlings will be a MMORPG and entirely Player vs. Environment, but it will most certainly be on a much, much smaller scale than the commercial products out there.

How long has it taken you to build this world so far?

I work at lunch or at home for a hour or two a day. I would say I have put in 30+ hours so far, but a lot of that time has been experimental as I try new things and learn from my mistakes. I think the same game started today would only take me about 10 hours to get to the point it is at now.

What has been your favorite part about building this world?

It feels really good to be able to accomplish something and feel like I'm actually making progress on a game that I want to play. After years of false starts, and several books on game programming, I finally have a way as an independent developer to make a game while not being overwhelmed by the amount of things I need to learn.

Where did you obtain the art for “Dragonlings”?

I have no one to blame but myself for all the art in Dragonlings, but that art is very much temporary and someday I will replace it will something else. Thankfully I've been able to use some art for multiple things using the Tinting and Scaling that is built into the Metaplace system which has been a great trick to extend my meager resources.

Did you work alone or collaborate with others?

I work completely alone, well if you don't count the constant input I get from the helpful community I mentioned above.

If not finished, what else do you have planned for “Dragonlings”?

I am not even close to finished and really I don't know if it will ever be finished. Here is my list of things I want to accomplish before the initial game is done:

  • Quest system to train and guide new dragons through the world.
  • Skill system that allow you to get better at skills you want to focus on.
  • Learning system so you can learn new skills from other creatures.
  • Growing system so you get bigger over time.
  • Reworked graphics with animation.
  • Sound Effects.
  • Environmental Music.
  • Character customisation system.

See what I mean about never finishing? :)

Do you have any other worlds or games in mind to build on Metaplace, or are you working on anything else right now?

Just for fun I made a real quick game with dropping balls that bounce off bumpers toward the bottom of the screen. Kinda, like the Plinko game they play in Japan. The goal of the game is to catch them. It took maybe a total of 3 hours to make a quick demo and it is pretty fun so I think I may take time away from Dragonlings to flesh it out into a whole game. I have to thank Raph for the physics code though, I have been out of school for a bit long to quickly come up with circular collision code. =)

Can you tell us a bit about yourself?

I have played games since my first system, a Colecovision, and have always wanted to make them. I have notebooks full of different ideas from the years past so I am sure I will never run out of new games to try to make with Metaplace.

When I'm not trying to make games I am a Systems Analyst/Programmer for a government agency in the Central Valley of California. I work with VB.NET, ASP.NET, Javascript, SQL Server and other Microsoft technologies on internal applications and I work with Dreamweaver, Flash, CSS, HTML, etc. on our internal and external web pages.

When I am not working on computers I like to read (Horror, Fantasy, Drama, Philosophy), play video games (Wii, PC, PS2, DS), create art, hang out with my wonderful partner and our kids, and bicycle.

 


Thank you for the great interview! Stay tuned next week for another spotlight!

 

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Posted on Thursday, April 10th, 2008 at 4:37 PM PDT