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

Diehvel on Alpha Closed?

July 24th, 2008 at 8:54 AM PDT
3 Replies, 28 Views

DarknessFalls on Alpha Closed?

July 24th, 2008 at 8:49 AM PDT
3 Replies, 28 Views

Diehvel on HELLO RED NAMES

July 24th, 2008 at 8:42 AM PDT
12 Replies, 127 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