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.

Latest Forum Posts

Supergeek on Larger client size possible?

May 15th, 2008 at 8:12 PM PDT
13 Replies, 192 Views

lunarraid on Space roaming game possible?

May 15th, 2008 at 6:23 PM PDT
29 Replies, 526 Views

dpc623 on Space roaming game possible?

May 15th, 2008 at 5:19 PM PDT
29 Replies, 526 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

IsoTileMaker Tool Release!

It’s an exciting time here at Metaplace Central! We’ve been busily doing stress tests over the last few weeks, and the data we’ve gathered has been extremely useful. The Uberspace stress test revealed some things for us to work on, and we’re tackling those now. Thanks to everyone who participated – I know that it can be frustrating to play something that is in alpha.

A few folks on the forums have wondered about our previously announced date of “spring” for getting something out there. Yes, we’re still planning on that! Given that we are making a platform, there are a lot of different parts of the platform to release. We’ll be starting by releasing just some pieces of sample content made with the platform, since the client is in many ways farther along than the full tools. Look for more announcements on this sort of thing soon.

As part of that effort, today we’re releasing an alpha version of a handy little tool that might be of use to some of you. Making art in isometric view can be a bit of a pain, but we figure a lot of folks are going to want to do it. We made a little Windows app that makes standard isometric walls in a variety of view angles for our internal use originally. After a while, we said “why not release this to the alpha testers?” And then we said “wait, why not just give this away to everyone?” So here it is.

Keep in mind this is totally alpha software – not at all a polished thing. Heck, it’s at version 0.41!. But we figured, why hold it back? Besides, the feedback you give on it helps improve our final tool suite – you see, we’re working on usability of the build tools now, and adding this type of functionality into the base building tools seems like a promising direction to us. Someday soon, stuff like this tool might be embedded in our web tools. There are more robust tools like this out there, but we want to provide a base level of functionality for everyone, and advanced users can always use whatever tools they want.

Download IsoTileMaker (~480k Windows ZIP) from here.

Installation

Just unzip the isotilemaker.zip file anywhere you like. There's a single standalone executable.

Instructions

No support, sorry... and this is super-alpha right now. :) But we welcome feedback on the forums!

Importing art

  • You have six possible texture slots to drag a texture into, corresponding to the six sides of a cube.
  • You can either use the file menu, or simply drag and drop files in.
  • if you batch import, the files will be added to the slots in sequence. Note that Windows imports files based on the order you select them in.
  • You can drag in BMPs, PNGs or JPGs right now. Transparency and alpha are supported.
  • The newly added texture will go in whichever slot is currently selected, whatever is there.
  • You can change slots by selecting the radio button for that slot.
  • You can use the Delete key or the Delete option on the edit menu to remove a texture.
  • On the File menu there is a choice to Save or Load Templates. This letsyou save all the slope, angle, thickness, height, and other settings -- everything except the textures, basically -- so that you can easily make sets of walls that are consistent but use different textures.

Making walls

  • The Angle slider lets you select an angle for the walls -- currently the four typical angles (UO style orthogonal, iso 45, iso 30, and iso 26.65). You can also directly type in an angle in degrees.
  • The Thickness slider lets you make walls that are less than a tile thick.
  • The Base Offset slider let you offset the position of the wall within the tile -- to make it "float" in the world, make ceilings, or to position a post at the back of the tile.
  • The Height slider lets you adjust the height of the final walls. Max is currently 512 pixels. This slider has "snap" functionality at 64 pixel intervals to help you line up common wall heights.
  • The Slope sliders let you tilt the wall to one side or another for buttresses and other such effects. Note that not all slopes are going to work with different thicknesses.
  • The Red, Green, and Blue sliders let you adjust the lighting for each face of the wall independently. The wall affected will depend on which texture slot you have selected.

Saving

Once you have the wall the way you like it, press Generate Walls. You will get
a preview of the four walls you made. Note that the walls will be cut off at
the top if your main window is not tall enough.

Hitting Save will prompt you for a filename, and then save out four files, one
for each of the walls you made. They will be PNGs, 256 pixels wide and whatever
height you specified. They can be imported in Metaplace as sprites just like
usual.
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Posted on Monday, March 10th, 2008 at 4:49 PM PDT