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.

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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

Art Creation

So, you’re an experienced artist or a curious world builder who is interested in diving into creating art for your Metaplace world – here is the place to start! The first thing you’ll want to remember is that art works for Metaplace just like the Web does. We support the common picture formats like JPG, GIF, and PNG. You can host these images anywhere you’d like; however we’ll offer some space for you to host with us if you’d prefer. You will want to make sure that you pay close attention to the file size of your images – because all the images will be downloaded to the users while they’re loading your world. Someone might write a client that loads the images on the fly, but you’ll still want to be considerate of the compression of the images to ensure that users can login to your world and play without too long of a wait.

When you’re creating a world, there are several types of art that you may want to upload to your world. This includes more advanced assets like user interfaces, backgrounds, parallax art, particles, animating sprites and skeletal animations – which we’ll talk about in future blog posts here. For now, we’ll start with the easy stuff: terrain and sprites.

In your Metaplace world, you might want to have a Tetris clone with a purple polka-dotted background. You might want a map for your role playing game that consists of a grassy field with a stream running through it and a castle in the distance. This can be done easily using terrain tiles – small image files that can be any size (our default zoom is 64 x 64 pixels). We use the tile as the unit of measurement – game systems measure speed in tiles per second, for example. Generally, you’ll want to make your tiles square-shaped, otherwise they will be autosquashed to squares and resized so that they will fit in one tile. You can also define the tile to be whatever size you want it to be: 8m by 8m, a yard across, or two centimeters across. The size of the tiles and the size of the objects are completely independent of each other so you can have any size object sitting on top of your tile. You’ll also need to decide what view you intend the terrain tiles to be for, as we have several different views: overhead, isometric, and side view.

An overhead view is best described as a view of the world from above, with the camera directly pointing down at the world. This is displayed in games like Cosmic Rift or old-school Gauntlet.

Isometric view is similar to games like Ultima Online or Baldur’s Gate. It is an overhead view of a world with the camera tilted down at an angle. If you are making tiles for an isometric world, you will want to make them square and not diamond shaped, as our client will texture map the tiles for you. You can set the view angle anywhere you like.

A side view is most commonly seen in games like Mario and other side scrolling platformer games. Really, it’s the same as the grid view. Shh, don’t tell anyone.

We load the tiles per “place” so you can have radically different terrains in each place. (A place is basically a room, a screen, or a zone within your world). This is a great way to make your creepy dark dungeon look completely different than the bright sunny countryside!

Next, you’ll want to add your sprites. In 2D and isometric worlds, sprites are all the objects in your world – everything from the trees and houses to the bullets and weapons. You can make your sprites any shape that you would like, they are completely arbitrary. You can also resize them within the client to whatever size you want, but the default size is one tile wide. Sprites can also be used to make your UI elements, and they support transparencies. When a user loads up your world, all of the sprites in your world will be loaded up front – which means that you can wear the same t-shirt from place to place within your world.

For more advanced users, you will be able to do things like add lights; they just need to be alpha images. We also have a cool skeletal animation system for 2D and support for sprite sheets for old-school style animation, but we’ll save those details for another blog post. ;)

Some quick hints that will be helpful are related to the loading of art assets. Our Flash client currently loads everything before the user enters the world to prevent things like “load ganking”. We expect that client writers might easily come up with a client that loads art on demand or adds support for more formats. For example, one of our test clients supports BMP, but BMP is really big to stream to users. Streamed art (and sounds too) could also be cached if the client writer does that - the Flash client uses the browser’s cache. In the future we’re committed to loading standard formats. Once we go 3D, we’re planning on just having loaders for typical 3D formats. We welcome discussions on formats that you would like to see!

So there you have it, enough details to get started with your art creation process! We have support for uploading entire folders of images, so feel free to start uploading your work to the web right now if you would like. We even have a community-led Tile Making Contest to take part in if you’re chomping on the bit in anticipation of making art for your world! Also, check out this wallpaper we’ve created for your desktops. To download, right click on the size you’d like and click “Save As.”

 

Joe "metaskiv" Skivolocke
Art Director

 

Previous Post | 2 Comments | Next Post
Posted on Friday, October 26th, 2007 at 8:43 PM PDT

Reader Comments

dr0 said:
Thanks for the info!
on Saturday, October 27th, 2007 at 4:52 PM PDT:
Arrakiv said:
Fantastic. This is a great post that answers quite a few questions. Now I can make some artists get crackin' on some work. ;-)
on Monday, October 29th, 2007 at 2:10 AM PDT: