Overall Description

Aim

We aim to provide people with elements and mechanisms that allow them to create their own play. By using Inventame, you can create new whole entertaining experiences very easily. You are responsible for creating the game scenarios, but also for defining the game rules and controlling its compliance just as it happens in the traditional real world games.

Our strategy is to provide a very simple approach that allows the creation of many different games. The technology is intentionally simple. We want to provide the minimum elements to represent a playable digital version of a physical scenario.

How

Inventame allows the creation of new video-games from pictures of crafted scenarios. You can add any number of moveable interactive objects that are displayed as small coloured circles. There are several different interactive mechanisms available to move the interactive objects. You can select the one you prefer for each concrete game/scenario.

Note that the number of interactive objects you add depends on the kind of game you are creating. For instance, for a football-like game you would add several interactive objects (one object per player plus an additional one for the ball). However, in a labyrinth game, one interactive object could be enough.

You can choose between two different kinds of visualization. You can toggle between displaying the original picture/scenario and displaying the picture/scenario as recognized by Inventame. The second type is especially useful when taking pictures of the crafted scenario. It helps you to check whether the scenario is recognised as you expected.

Inventame is able to recognise a number of colours (blue, red and green) in the picture/scenario. For each of the three recognisable colours, you decide what happens when an interactive object reaches a zone of the picture/scenario that has that colour. You can choose among these options:

  • The coloured zone behaves as a solid element, that is, the interactive object collides with that zone. It is adequate for elements that the interactive objects cannot pass through (wall, floor, etc).
  • The colour of the zone changes to a grey colour.
  • The colour of the zone changes to a pink colour.
  • The object passes over the zone without causing any effect to it.

Thus, when designing your game, you should decide the roles in your game, the colours you employ for representing elements with that role, and their behaviour. For instance, you could have elements with roles positive and negative in your game. You could use, for example, green and red colours for representing respectively those roles. Then you can decide provide visual feedback (for instance change to pink colour and change to grey colour respectively) to show when a positive or negative element in the scenario is reached by an interactive object. Note that this is just visual feedback. The semantic meaning of this action is given by you and it depends on the particular game/scenario.