Computer program and device for controlling game play
The described method and device for strategy games allow users to strategically plan by slowing down object execution speeds, addressing the challenges of real-time decision-making and enhancing gameplay experience.
Patent Information
- Application Number
- JP2025023071
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2019-08-23
- Filing Date
- 2025-02-17
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2040-07-09
AI Technical Summary
Current strategy games are challenging due to their complexity and the need for real-time decision-making, which can lead to untimely and inappropriate decisions, and lack pre-emptive strategic planning.
A computer-implemented method and computing device that render a game view with separate areas for objects and user-selectable options, allowing users to select and deploy objects at a slower execution speed, providing time for strategic planning before action.
This solution enables users to formulate strategies and make informed decisions before taking actions in the game, reducing the likelihood of untimely decisions and enhancing the overall gaming experience.
Smart Images

Figure 2025081458000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure generally relates to a game environment, and more particularly, to a method for controlling gameplay in a graphical user interface of a game environment. The present disclosure also relates to a computing device for controlling gameplay in a graphical user interface of a game environment. Further, the present disclosure also relates to a software product stored on a non-transitory machine-readable data storage medium and executable on the computing hardware of a computing device for implementing the foregoing method. Background
[0002] In recent years, the use of electronic devices such as smartphones and tablets for entertainment purposes has become popular. One form of implementation of an electronic device for entertainment is to use them as a game system for mobile games. An important aspect of any game system implemented on an electronic device is the ease with which a user can interact with the user interface of the game to control various actions of the game. Most of these electronic devices incorporate a touch-sensitive display screen, and the game application can be controlled through such touch-sensitive operations on such a display.
[0003] Typically, a strategy game has objects (such as characters) controlled by a user to complete game objectives or missions, such as collecting rewards and recognitions, and constructing various buildings. Such games are becoming increasingly complex and demanding in terms of concentration and strategic planning, and in real-time games, players are required to be even more focused on the game. In addition, it has been observed that conventional war-based strategy games can sometimes become very intense, with many actions being displayed on the screen simultaneously, making it difficult for players to keep up. This can often lead to untimely and inappropriate decision-making, resulting in inappropriate strategies and ultimately the loss or non-fulfillment of objectives, which can frustrate players.
[0004] Furthermore, another problem associated with current strategy games is that the user needs to act in real-time during the game play and cannot deliberate on future courses of action before the game starts. This requires instantaneous decision-making within a given time frame on the user's part, often resulting in inaccurate decision-making for pursuing objectives and inefficient strategies. Additionally, in current strategy games, the user cannot participate in game activities / objectives before the game starts, i.e., before pressing a start button or the like. Therefore, pre-emptive strategic planning is currently a concept not enjoyed in existing game systems.
[0005] Therefore, in light of the foregoing discussion, it is necessary to overcome the aforementioned drawbacks of current games and provide an efficient way to control game play. Summary
[0006] The present disclosure aims to provide a computer-implemented method for controlling gameplay. The present disclosure also aims to provide a computing device for controlling gameplay. Specifically, the present disclosure provides a method for facilitating user interaction by sensing and obtaining user input via touch operations or swipe operations executed on a graphical user interface, thereby providing an improved user experience. The present disclosure aims to provide solutions to existing problems associated with conventional gameplay methods, which are often unsatisfactory for users. The objective of the present disclosure is to provide a solution that at least partially overcomes the problems encountered in the prior art and provides an efficient, interactive, and seamless approach for controlling gameplay.
[0007] In one aspect, an embodiment of the present disclosure is a computer-implemented method for controlling gameplay, comprising: rendering a game view on a display of a computing device, the game view including a first area and a second area; displaying one or more first objects in the first area, the one or more first objects being configured to perform one or more actions in the first area, the one or more actions being executed at a first execution speed; detecting a selection of a second object in the second area of the display; changing an execution speed of the one or more actions performed by the one or more first objects in the first area to a second execution speed while it is detected that the second object is selected.
[0008] In another aspect, an embodiment of the present disclosure is a computing device for controlling gameplay, comprising: a display and, a processing unit comprising at least one processor, wherein the at least one processor is configured to: render a game view on the display, the game view including a first area and a second area; detect selection and deselection of a second object on the display; display one or more first objects within the first area that execute one or more actions at an execution speed equal to a first execution speed; and upon detection of the selection of the second object, reconfigure the at least one processor to change the execution speed of the one or more first objects to a second execution speed.
[0009] Embodiments of the present disclosure substantially eliminate or at least partially address the aforementioned problems in the prior art, and provide an efficient method of controlling gameplay to provide a user with sufficient time to formulate a strategy and make a decision before taking an action in the gameplay.
[0010] Additional aspects, advantages, features, and objects of the present disclosure will become apparent from the following detailed description of the drawings and exemplary embodiments, which is to be construed in conjunction with the appended claims.
[0011] It will be understood that the features of the present disclosure may be combined in various combinations without departing from the scope of the present disclosure as defined by the appended claims.
[0012] The above summary, as well as the following detailed description of the exemplary embodiments, will be better understood when read in conjunction with the accompanying drawings. For the purpose of illustrating the present disclosure, an exemplary configuration of the present disclosure is shown in the drawings. However, the present disclosure is not limited to the specific methods and means disclosed herein. Those skilled in the art will also understand that the drawings are not to scale. Whenever possible, like elements are denoted by the same reference numerals.
[0013] Here, with reference to the following figures, embodiments of the present disclosure will be described by way of example only.
Brief Description of the Drawings
[0014]
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[0015] In the accompanying drawings, underlined numbers are used to represent the item above which the underlined number is placed, or the item adjacent to the underlined number. Numbers without underlines relate to items identified by a line associating the non-underlined number with the item. When a number has no underline and is associated with an arrow, the number without an underline is used to identify the general item to which the arrow points.
[0016] The following detailed description shows embodiments of the present disclosure and methods by which they may be implemented. Although several modes of implementing the present disclosure are disclosed, those skilled in the art will recognize that other embodiments are possible for implementing or practicing the present disclosure.
[0017] In one aspect, an embodiment of the present disclosure is a computer-implemented method for controlling game play, comprising: rendering a game view on a display of a computing device, the game view including a first area and a second area; displaying one or more first objects in the first area, the one or more first objects being configured to perform one or more actions in the first area, the one or more actions being performed at a first execution speed; detecting a selection of a second object in a second area of the display; While it is detected that a second object is selected, changing an execution speed of one or more actions performed by one or more first objects in a first area to a second execution speed, and providing a computer-implemented method including the same.
[0018] In another aspect, one embodiment of the present disclosure is a computing device for controlling gameplay, a display, and a processing unit including at least one processor, where the at least one processor is configured to render a game view on the display, the game view including a first area and a second area, detect selection and deselection of a second object on the display, display one or more first objects within the first area that execute one or more actions at an execution speed equal to a first execution speed, and is configured to when detecting selection of the second object, change an execution speed of the one or more first objects to a second execution speed. A computing device is provided.
[0019] The present disclosure provides a computing device for controlling game play. The computing device includes a display and a processing unit including at least one processor. The processing unit is operable to execute a software product, as a result of which a graphical user interface is generated and rendered on the display. In the present disclosure, the computing device is implemented to execute the above method for controlling game play together with its processing unit, software product, and graphical user interface. Examples of computing devices include, but are not limited to, mobile phones, smart phones, mobile Internet devices (MIDs), tablet computers, ultra-mobile personal computers (UMPCs), phablet computers, personal digital assistants (PDAs), web pads, personal computers (PCs), handheld PCs, laptop computers, desktop computers, network-attached storage (NAS) devices, large touchscreens with a PC incorporated therein, and interactive entertainment devices such as game consoles, television (TV) sets, and set-top boxes (STBs).
[0020] Throughout this disclosure, the term "processing unit" refers to a computing element operable to process in response to instructions that drive a system. In some embodiments, at least one processor includes, but is not limited to, a microprocessor, a microcontroller, a complex instruction set computing (CISC) microprocessor, a reduced instruction set (RISC) microprocessor, a very long instruction word (VLIW) microprocessor, or any other type of processing circuit. Further, the term "processor unit" may refer to one or more individual processors, processing devices, and various elements associated with the processing devices that may be shared by other processing devices. Additionally, the one or more individual processors, processing devices, and elements are configured in various architectures for processing in response to instructions that drive the system.
[0021] In this example, the gameplay can be one of an action game, a role-playing game (RPG), a strategy game, a shooting game, a racing game, etc. For the purposes of the present disclosure, the gameplay is a strategy game. In one example, the gameplay is a war-based strategy game. It will be understood that such gameplay may include a game view rendered on a graphical user interface on a display. In one embodiment, the gameplay may incorporate a plurality of users (also referred to as "players", and these two terms will be used synonymously hereinafter), such that each user is provided with their own base within the game field. Each player can attack the base of an opposing player, and vice versa. Further, a player can build an area that they can defend, which can be attacked by other players during the gameplay. Throughout the present disclosure, the term "user" as used herein relates to a person (i.e., a human) who accesses the play using a computing device and performs user-specific actions within the gameplay.
[0022] The game view includes a first area and a second area that are rendered on the display of a computing device. The processing unit is configured to render a game view having the first area and the second area. Throughout the present disclosure, the term "first area" as used herein refers to the portion of the game view that displays one or more first objects that perform one or more actions in the first area. The first area is an area in which one or more first objects are placed and in which one or more first objects perform one or more actions. Further, the first area is also utilized to place second objects therein. In one example, the first area is a battlefield with several enemy bases, enemy soldiers, etc. that perform actions such as defending a base. Further, the enemy bases can be attacked by second objects that can be placed from the second area into the first area. Throughout the present disclosure, the term "second area" as used herein refers to the portion of the game view that displays several second objects that the user can place into the first area as desired. The second area displays user-selectable options that the user can select to perform a particular task. It should be understood that the first area can be understood as an area within the game view that displays one or more first objects that perform one or more actions, while the second area can be understood as an area within the game view that displays second objects as user-selectable options. By dividing the game view into two areas, the first area and the second area, it will be understood that the first area and the second area are simultaneously displayed to the user.
[0023] Throughout this disclosure, the term "first object" as used herein relates to an object displayed in a first area configured to perform one or more actions. Typically, the one or more actions are performed at a first execution speed. In some embodiments, the one or more first objects include one or more of enemy forces, enemy weapons, enemy bases, and enemy tools. In one example, the first object can be a character or avatar within the first area that performs one or more actions at the first execution speed. The first object can include, but is not limited to, soldiers, groups of soldiers, weapon systems such as tanks and other vehicles, or any other person configured to perform one or more actions in the first area, and even graphic representations of animals or fictional characters. In other examples, the first object can be a stationary object placed in the first area that serves as a target object in the gameplay. In such examples, the first object includes, but is not limited to, buildings, bases, military facilities, walls, weapon systems, and landmines. The first object can have various capabilities that enable the first object to perform one or more actions used to achieve a goal, such as defense against an attack. In one example, the first object is configured to perform one or more actions such as moving from one location to another, picking up a weapon from one location and moving to another, firing a weapon such as a gun, throwing a weapon such as a grenade or a knife, moving a transport unit such as a jeep, a tank, or a chopper from one location to another. In a further example, the first object can attack a second object and can kill or destroy the second object. As used herein, the one or more actions can be tasks or activities configured to be performed by the first object. Note that the one or more actions of the one or more first objects in the first area are autonomously controlled.As used herein, the term "autonomously controlled" can be understood to mean that one or more actions performed by one or more first objects are independent of user intervention. In some embodiments, one or more actions of one or more first objects are controlled by a processing unit of a computing device.
[0024] Throughout this disclosure, the term "second object" as used herein refers to an object displayed in a second area. In some embodiments, the second object is a resource configured to perform an action on one or more first objects, and includes at least one of a soldier, a military unit, a weapon system, a transportation system, a relief supply, and a power enhancement tool. Note that the second object is a user-selectable option displayed in the second area. The second object may have various capabilities or skill levels for performing an action on one or more first objects. In one example, the second object is a character or avatar displayed in the second area that, when selected by the user and placed in the first area, performs an action on one or more first objects. In one example, the second object is a military unit having several soldiers, and each soldier has a gun configured to fire at one or more first objects within the first area in order to kill enemy soldiers and destroy enemy bases. In other examples, the second object is a weapon system such as a grenade or a bomb configured to destroy an enemy base in a portion of the first area targeted by the grenade or the bomb. In still other examples, the second object is an airdrop having one or more of medical relief supplies, food packets, water cylinders, etc. that can be provided to soldiers fighting at the enemy base. The term "second object" may also include two or more second objects displayed in the second area, and thus it will be understood that the claims appended hereto should not be unduly limited.
[0025] In one embodiment, the first area includes a third area and a fourth area. The selected second object is configured to be deployed from the second area to the third area, and one or more first objects are configured to be placed in the fourth area. The second area is used to display the second object for selection therefrom, and the third area is used to deploy the selected second object. Note that the fourth area includes one or more first objects that perform one or more actions. In one example, the computer-implemented method includes selecting a second object from the second area and dragging the selected second object from the second area to a third area where the second object is deselected (i.e., dropped). The third area can be regarded as the user's playing field where one or more user selection actions are performed, and the fourth area is regarded as the action field where one or more game actions such as attacks are performed. Note that the second object can be dropped at any location within the third area according to the strategy formulated by the user. When the second object is dropped into the third area, it will be understood that the second object is configured to autonomously move from the third area to a specific target within the fourth area at a first execution speed and perform an action thereon. In one or more embodiments, the second object is configured to be dragged to the fourth area and dropped at a specific position within the fourth area according to the strategy formulated by the user. For example, a second object such as a grenade can be dropped directly onto a first object such as an enemy base to be destroyed. In other examples, a second object such as an air drop can be dropped directly onto a soldier to provide the soldier with energy supply, medical supplies, etc.
[0026] According to one embodiment, the first area further includes a base area including a headquarters for managing a second object, a laboratory for upgrading one or more skills of the second object, and a transportation unit for moving the second object from a third area to a fourth area. In some examples, the headquarters is a graphic representation of a building or an object for managing the second object. Note that the headquarters can be configured to manage playing cards such as a soldier's playing card, a unit's playing card, a weapon system's playing card, a transportation system's playing card, a relief supply's playing card, or a power enhancement tool's playing card that can be displayed in the second area. In some examples, the headquarters can also be used to upgrade one or more skills of the playing cards of the second object displayed in the second area. In some examples, the headquarters is configured to display the level of skills each of the second objects has. In one or more examples, the headquarters also displays the total amount of awards collected by the user as a way to represent the progress of a specific user in the gameplay.
[0027] In some examples, the laboratory is a graphic representation of a building or an object for upgrading one or more skills of the second object. Note that each of the second objects has a specific level of skills and can be upgraded to a higher level in the laboratory. In one example, a specific second object such as a particular soldier holding a gun that fires at 10 revolutions per minute can be upgraded to a higher-level soldier holding a gun that fires at 20 revolutions per minute. In another example, a specific second object is a weapon such as a grenade that can destroy two blocks in the fourth area and can be upgraded to a higher-level grenade that can destroy four blocks in the fourth area.
[0028] Depending on the embodiment, the transport unit is a graphic representation of a vehicle or an object for moving a second object from a third area to a fourth area. In one example, the transport unit can be a chopper that can be used to move a second object from a third area to a fourth area. In other examples, the transport unit can be a tank that can be used to move a second object from a third area to a fourth area.
[0029] In addition, the first area may also include one or more obstacles, such as walls, to restrict the movement of one or more first objects or second objects to a specific area within the game field. Depending on the embodiment, the game field may include one or more elements such as stars, health pickups, or ammunition pickups for assisting the user and / or increasing a score related to the performance of the player. Also, the user interface may present one or more indicators for providing information to the player, such as information related to the score of the game or the health status of the second object. In some examples, graphic objects are represented in different shapes and / or different colors. In other examples, graphic objects are represented by different symbols, such as different alphabets. In some examples, the user interface may also include various signs, such as a first sign displaying the name of the user, a second sign displaying the number of second objects or playing cards available in the second area, a third sign displaying the abilities or skills related to the selected second object at a given moment, a fourth sign displaying the number of available energy replenishment units, and a fifth sign displaying the number of rewards collected by the second object.
[0030] This computer-implemented method includes detecting the selection of a second object in a second area of a display. The processing unit is configured to detect the selection and deselection of the second object by a pointer device on the display. In gameplay, a user can select the second object and subsequently cause a specific action related to the gameplay to be performed on one or more first objects with respect to the second object. Further, the computer-implemented method includes detecting the deselection or dropping of the selected second object into the first area by the pointer device. In some embodiments, the second object is configured to be selected by contacting the pointer device on the display with the second object in the second area and dragging the pointer device together with the selected second object into the first area while maintaining contact between the pointer device and the second object on the display, and the deselection of the second object includes ending the contact between the pointer device and the second object on the display within the first area. In the context of the present invention, the selection of the second object includes contacting the pointer device on the display with the second object in the second area and dragging the pointer device into the first area while maintaining contact with the second object on the display, and the deselection of the second object includes ending the contact between the pointer device and the second object on the display within the first area.
[0031] To make such a selection, a user of a computing device uses a pointer device, e.g., one or more of their own fingers (or a stylus), to perform a touch operation at one or more locations within a graphical user interface rendered on a display. Here, the display is an input / output device configured to detect inputs corresponding to click, tap, and swipe operations of a pointer device thereon. In one or more examples, the display is a multi-touch sensitive screen capable of sensing touch operations or swipe operations performed simultaneously at multiple points on the screen. Further, instead of using a finger, a swipe operation can also be performed via a mouse by first pointing the mouse at a point on the display and tapping, dragging the pointer on the screen along a desired path via the mouse, and finally releasing the mouse at the final position. Additionally, any other display-sensitive device or organ, e.g., a pen or any sufficiently pointed article, can be used as a pointer device to perform touch operations or swipe operations on the display.
[0032] For the purposes of this disclosure, the display is a touch-sensitive display, but those skilled in the art will understand that the disclosed embodiments can be implemented with other display types using a suitable input device without any limitation. In some examples, a touch-sensitive display is configured to sense pressure applied by a pointer device including a finger or other touch-sensitive object. In one example, the touch-sensitive display can be a capacitive touch screen operable to sense a change in capacitance to detect a touch thereon. In other examples, the touch-sensitive display can be a resistive membrane touch screen operable to sense a change in resistance to detect a touch thereon. In still other examples, the touch-sensitive display is an optical touch screen operable to sense a change in reflectivity to detect a touch thereon.
[0033] In some embodiments, the computer-implemented method further includes rendering a start button on a display in response to deploying a second object to a third area. In some embodiments, the computer-implemented method further includes detecting a selection of the start button and, in response to the selection of the start button, moving the deployed second object from the third area to a fourth area at a first execution speed. In one example, when the second object is deployed to the second area, the start button is rendered on the display. Note that the second object does not move from the deployed position within the third area until the start button is pressed by the user. By such a method, the user has sufficient time to formulate a strategy regarding gameplay and determine which playing cards of the second object to deploy. Note that with the provision of the start button, the user can deploy two or more second objects to the third area before pressing the start button. With the implementation of the start button, the gameplay does not start immediately upon deployment of the second object but rather upon selection of the start button, so the user can further withdraw the second object already deployed to the third area and deploy other second objects as desired. Such a provision enables the user to efficiently formulate a gameplay strategy before the start of the game.
[0034] As described above, one or more first objects execute one or more actions in a first area at a first execution speed. It will be understood that a second object, when placed in the first area, is configured to execute one or more actions or operations at the first execution speed. Throughout this disclosure, the term "execution speed" as used herein refers to the rate at which one or more first objects are displayed in a first area. Note that the execution speed of an object corresponds to the number of frames displayed for that object on the display of a computing device within a particular time period. For the purposes of this disclosure, the execution speed can be defined as the speed of one or more actions of a first object within a first area that is autonomously controlled by a processing unit. Throughout this disclosure, the term "first execution speed" refers to the speed at which one or more first objects that execute one or more actions are rendered on a display when the selection of a second object is not detected.
[0035] According to some embodiments, the computer-implemented method further includes synchronizing one or more actions of one or more first objects with a first clock operating at a first speed corresponding to the first execution speed. In one example, actions such as the movement of soldiers from a third area to a fourth area, the firing of projectiles by soldiers at an enemy base, and the throwing of grenades at an enemy base are rendered on the display at the first execution speed.
[0036] The computer-implemented method includes changing the execution speed of one or more actions performed by one or more first objects in a first area to a second execution speed while it is detected that a second object is selected. It will be appreciated that during the period of selection of the second object by the pointer device, the execution speed of one or more first objects in the first area is changed to the second execution speed. Throughout this disclosure, the term "second execution speed" as used herein refers to the speed at which one or more first objects that perform one or more actions are rendered on the display when the selection of the second object is detected.
[0037] In some embodiments, the second execution speed is slower than the first execution speed. That is, one or more actions performed by the first object are slower when the selection of the second object is detected compared to when the selection of the second object is not detected. In some embodiments, the second execution speed is 2 to 10 times slower than the first execution speed. In one example, the first execution speed is x frames per second (fps), in which case the second execution speed can be from x / 2, x / 3, x / 4, x / 5, x / 6, x / 7, or x / 8 fps to x / 4, x / 5, x / 6, x / 7, x / 8, x / 9, or x / 10 fps.
[0038] In some embodiments, the computer-implemented method further includes synchronizing, during a period of selection of a second object by a pointer device, one or more actions of one or more first objects with a second clock operating at a second speed corresponding to the second execution speed. Before detecting the selection of the second object, the first object is configured to perform one or more actions at the first execution speed, but it will be understood that when the selection of the second object is detected in the second area, the first object is configured to decelerate. In some embodiments, during the period of selection of the second object, i.e., during the period when the second object is selected by the pointer device and dragged into the first area, one or more actions of one or more first objects are decelerated, for example, decelerated to 1 / 2. In one example, when a second object such as a soldier is selected in the second area and dragged into the third area and accurately placed within the third area, one or more first objects configured to perform one or more actions in the fourth area are decelerated. In such an example, if a particular first object was intended to travel a distance L within the game view rendered on the display at the first execution speed, that particular object will travel a distance L / 2 within the game view rendered on the display at the second execution speed. It should be understood that when a particular second object is selected, the first execution speed of all other objects, including the first and second objects performing actions in the fourth area and / or the third area, is changed to the second execution speed. By such a method of decelerating one or more first objects in the fourth area, the actions in the enemy area within the fourth area are decelerated, providing the user with sufficient time to strategically deploy the second object into the third area, making user interaction in the game play easier and enabling the user to formulate better strategies during play.
[0039] The computer-implemented method further includes changing an execution speed of one or more actions executed by one or more first objects in a first area to a first execution speed when it is detected that a second object has ceased to be selected. The method also includes changing an execution speed of one or more first objects in the first area to the first execution speed in response to the dropping of a selected second object in the first area. In one example, when a second object, such as a soldier, is dropped within a third area, the execution speed of one or more first objects is returned to the first execution speed. Depending on the embodiment, the computer-implemented method further includes resynchronizing one or more actions of one or more first objects with a first clock in response to detecting the deselection of a selected second object in the first area.
[0040] Depending on the embodiment, the computer-implemented method further includes providing on a display a control option configured to define a ratio of a second execution speed to a first execution speed when selected. Note that the user is prompted to define a ratio of the second execution speed to the first execution speed. The ratio of the second execution speed to the first execution speed defines a factor by which the first execution speed is decelerated to achieve a desired execution speed. In one example, the first execution speed is "x" and the ratio defined by the user is "1 / 2", in which case the resulting second execution speed is half of x. In this case, the second execution speed is slower than the first execution speed. In another example, the first execution speed is "y" and the ratio defined by the user is "1 / 4", in which case the resulting second execution speed is one-fourth of y. In this case, the second execution speed is slower than the first execution speed. In an alternative embodiment, the first execution speed is "z" and the ratio defined by the user is "2", in which case the resulting second execution speed is twice of z. In this case, the second execution speed is faster than the first execution speed. Note that the control option can be presented on the display by any suitable method known in the art. In one example, the user is prompted to enter a numerical value to define a ratio of the second execution speed to the first execution speed. In another example, the control option is presented on the display in the form of pre-defined ratios of the second execution speed to the first execution speed, and the user is prompted to select any one of those ratios. In yet another example, the control option is presented on the display in the form of a slider control having a provision for swiping a slider to increase or decrease the ratio of the second execution speed to the first execution speed as desired by the user. It will be understood that the control option is provided to the user before the start of the game. Further, the user can also increase or decrease the ratio during gameplay via a "pause" option provided in the game.
[0041] According to one embodiment, a computer-implemented method further includes connecting a plurality of computing devices to a server to facilitate an online multiplayer game system. For this purpose, the method includes simultaneously rendering a game view on a display of each of the plurality of computing devices. Note that, to facilitate interaction with a graphical user interface by a plurality of users, the graphical user interface is generated simultaneously in time on the displays of the plurality of computing devices. The method further includes adjusting one or more actions of one or more first objects within gameplay on the plurality of computing devices via the server. Advantageously, the graphical user interface generated on the plurality of computing devices is adjusted and synchronized via the server and changed simultaneously over time on the plurality of computing devices.
[0042] As used herein, the term "server" relates to a structure and / or module that includes programmable and / or non-programmable components configured to store, process, and / or share information. Depending on the example, the server can include any configuration of physical or virtual computing entities capable of expanding information to perform various computing tasks. Further, it should be understood that the server can be both a single hardware server and / or multiple hardware servers operating in a parallel or distributed architecture. In one example, the server can include components such as a memory, a processor, a network adapter, etc. to store, process, and / or share information with other computing components such as user devices / user equipment.
[0043] Furthermore, in this specification, a communication network can be a collection of individual networks that are interconnected with each other and function as a single large-scale network. Such individual networks can be wired, wireless, or a combination thereof. Examples of such individual networks include, but are not limited to, Local Area Network (LAN), Wide Area Network (WAN), Metropolitan Area Network (MAN), Wireless LAN (WLAN), Wireless WAN (WWAN), Wireless MAN (WMAN), the Internet, second generation (2G) telecommunication networks, third generation (3G) telecommunication networks, fourth generation (4G) telecommunication networks, and Worldwide Interoperability for Microwave Access (WiMAX) networks. Additionally, or alternatively, computing devices can use their respective Bluetooth® networks to connect to a Bluetooth® server and synchronize with other electronic devices. The network environment can be implemented in various ways depending on the various scenarios considered. In one exemplary scenario, the network environment can be implemented by a spatially co-located arrangement of servers and databases. In another exemplary scenario, the network environment can be implemented by a spatially distributed arrangement of servers and databases that are interconnected to communicate via a communication network. In yet another scenario example, the servers and databases can be implemented via cloud computing services.
[0044] The computer-implemented method further includes re-changing the execution speed of one or more first objects in the gameplay on each computing device to a second execution speed when detecting the selection of a second object on any one of the computing devices. In one example, an online multiplayer game system includes four computing devices, each associated with four users who engage in the gameplay, namely, Player 1, Player 2, Player 3, and Player 4. Here, when the selection of a second object is detected on any one of the four computing devices, the execution speed of one or more first objects in each of the four computing devices is changed to the second execution speed. In other words, when at least one of the four players executes the selection of a second object, the execution speed of one or more first objects is changed to the second execution speed. In such a case, the server transmits a synchronization signal to each clock associated with each computing device to change the execution speed of one or more first objects to the second execution speed. Note that one or more actions of the first object in each computing device are decelerated, that is, the actions are executed in slow motion.
[0045] The computer-implemented method further includes changing an execution speed of one or more first objects in the gameplay on each computing device when detecting the absence of selection of a second object in each computing device. In one example (as described above), an online multiplayer game system includes four computing devices, each associated with four users engaging in gameplay, namely, Player 1, Player 2, Player 3, and Player 4. Here, when the absence of selection of the second object is detected in each of the four computing devices, the execution speed of one or more first objects in each of the four computing devices is changed to a first execution speed. In other words, if no player is performing the selection operation of the second object, the execution speed of one or more first objects is changed to the first execution speed. In such a case, the server transmits a synchronization signal to each clock associated with each computing device to change the execution speed of one or more first objects to the first execution speed. Note that if no player has selected the second object, one or more actions of the first object in each computing device are restored to the normal speed.
[0046] The present disclosure also relates to the method described above. The various embodiments and variations disclosed above are applied to this method with necessary modifications.
[0047] In some embodiments, at least one processor is further configured to change an execution speed of one or more first objects to a first execution speed when detecting the cancellation of selection of a second object.
[0048] In some embodiments, the computing device further comprises a first clock configured to operate at a first speed and a second clock configured to operate at a second speed. Here, the first execution speed is synchronized with the first clock, and the second execution speed is synchronized with the second clock. In some embodiments, the second speed of the second clock is slower than the first speed of the first clock. In some embodiments, the second speed of the second clock is 2 to 10 times slower than the first speed of the first clock.
[0049] In some embodiments, the display is a touch-sensitive display configured to detect contact of a pointer device thereon.
[0050] In some embodiments, the second object is configured to be selected when the pointer device is in contact with the display within the second area, and the second object is configured to be dragged along the display to the first area while the contact is maintained. Here, the second object is configured to be dropped when the contact with the pointer device ends in the first area.
[0051] In some embodiments, the gameplay is strategy-based gameplay. In some embodiments, the first area includes a third area and a fourth area. Here, the second area is configured to display the second object for selection, the selected second object is configured to be deployed to the third area when the deselection of the selected second object is detected, and one or more first objects are configured to be presented in the fourth area.
[0052] In some embodiments, the third area is a base area including a headquarters for managing the second object, a laboratory for upgrading one or more skills of the second object, and a transport unit for moving the second object from the third area to the fourth area.
[0053] In some embodiments, one or more first objects include one or more of enemy troops, enemy weapons, enemy bases, and enemy tools, and a second object is a resource for performing an action on one or more first objects, including at least one of soldiers, troop units, weapon systems, transportation systems, relief supplies, and power enhancement tools.
[0054] In some embodiments, at least one processor is further configured to render a start button on a display in response to detecting the deployment of a second object to a third area.
[0055] In some embodiments, at least one processor is configured to detect a selection of the start button by a pointer device on the display and, in response to detecting the selection of the start button, move the deployed second object from the third area to a fourth area at a first execution speed.
[0056] In some embodiments, at least one processor synchronizes one or more actions of one or more first objects with a first clock operating at a first speed corresponding to the first execution speed, during a period of detecting a selection of the second object, synchronizes one or more actions of one or more first objects with a second clock operating at a second speed corresponding to the second execution speed, and is further configured to resynchronize one or more actions of one or more first objects with the first clock in response to detecting a deselection of the selected second object in the first area.
[0057] In some embodiments, at least one processor is further configured to provide control options on a display to define a ratio of a second execution speed to a first execution speed. In some embodiments, at least one processor is configured to autonomously control one or more actions of one or more first objects in a first area.
[0058] In some embodiments, a server is connected to a plurality of computing devices to facilitate an online multiplayer game system, and the server simultaneously renders a game view on each display of the plurality of computing devices, and is configured to adjust one or more actions of one or more first objects within gameplay on the plurality of computing devices via the server.
[0059] In some embodiments, the server when detecting a selection of a second object in any one of the plurality of computing devices, changes the execution speed of one or more first objects within gameplay in each of the plurality of computing devices to a second execution speed, and is further configured to change the execution speed of one or more first objects within gameplay in each of the plurality of computing devices when detecting the absence of a selection of the second object in any one of the plurality of computing devices.
[0060] Detailed Description of the Drawings Referring to FIG. 1, a schematic diagram of a block diagram of a computing device 100 according to an embodiment of the present disclosure is shown. As shown, the computing device 100 includes a display 102, a processing unit 104, and a communication bus 106. The display 102 is communicatively coupled to the processing unit 104 via the communication bus 106. As shown, the display 102 provides a user interface 108 for rendering graphic elements, objects, game views, etc. Note that the display 102 is touch-sensitive to receive user input from a pointer device (not shown). As shown, a first area 110 and a second area 112 are displayed on the user interface 108 of the display 102 of the computing device 100. The first area 110 displays one or more first objects 114 that execute one or more actions. The second area 112 is disposed below the first area 110 and is displayed on the computing device 100. The second area 112 displays a second object 116 disposed therein. Here, the pointer device is used for the user to select the second object 116 from the second area 112 and deploy the second object 116 to the first area 110.
[0061] Referring to FIG. 2, there is shown a graphical representation of a game view 200 rendered on a graphical user interface associated with a display (e.g., user interface 108 of display 102 in FIG. 1) of a computing device (e.g., computing device 100 in FIG. 1) according to an embodiment of the present disclosure. As shown, game view 200 includes a first area 202 and a second area 204. The first area 202 further includes a third area 206 and a fourth area 208 divided by an obstacle. Here, the third area 206 and the fourth area 208 are separated into two separate areas by an obstacle such as a river 210, and a bridge 212 is provided to connect the third area 206 and the fourth area 208. Further, the fourth area 208 displays one or more first objects 214 arranged in the fourth area 208 to defend against attacks and executing one or more actions at a first execution speed. As shown, the second area 202 displays a second object 216. The third area 206 is a playing field where the second object 216 is deployed. The second object 216 is selected from the second area 202 and dragged to the third area 206 for deployment. Further, after the second object 216 is dropped into the third area 206, the second object 216 moves from the third area 206 to the fourth area 208 via the bridge 212 at a first execution speed.
[0062] Referring to FIG. 3, a graphical representation of a game view 300 having a base area 302 in a first area (e.g., the first area 202 in FIG. 1) is shown rendered on a graphical user interface associated with a display (e.g., the display 102 in FIG. 1) of a computing device (e.g., the computing device 100 in FIG. 1) according to an embodiment of the present disclosure. As shown, the graphical user interface depicts the user's base area 302, and the game view 300 includes a headquarters 304 for managing a second object, a lab 306 for upgrading one or more skills of the second object, and a transport unit 308 for moving the second object from a third area to a fourth area. The base area 302 further includes information indicators such as a first indicator 310 for displaying the user's name and current rank in the game play, a second indicator 312 for displaying the total amount of collected bounty, and a third indicator 314 for displaying the total number of coins collected in the game play. Further, by using a pointer device (not shown) to select the graphical representations of the headquarters 304, the lab 306, and the transport unit 308, new pop-up windows can be presented to further depict features and capabilities.
[0063] Referring to FIG. 4A, an exemplary graphical representation of a headquarters as depicted in FIG. 3 is shown rendered on a graphical user interface associated with a display (e.g., display 102 of FIG. 1) of a computing device (e.g., computing device 100 of FIG. 1) according to one embodiment of the present disclosure as a headquarters pop-up window 400A. As shown, the headquarters pop-up window 400A includes a plurality of indicators such as a first indicator 402 indicating the current level of the supply box within the headquarters, a second indicator 404 indicating a defense production parameter indicating the current gold production rate, and a third indicator 406 indicating a gold storage parameter indicating the storage capacity of the gold storage at the headquarters. Further, the headquarters pop-up window 400A displays playable cards 408 of a second object that can be managed by the user by selecting a second object displayed in a second area. The headquarters pop-up window 400A also displays the next locked second object that needs to be unlocked at a subsequent level as the game progresses.
[0064] Referring to FIG. 4B, there is shown an exemplary graphical representation of a lab, drawn as a lab pop-up window 400B, rendered on a graphical user interface associated with a display (e.g., display 102 of FIG. 1) of a computing device (e.g., computing device 100 of FIG. 1) according to an embodiment of the present disclosure. As shown, the lab pop-up window 400B displays several second objects 410, such as soldiers, troop units, weapon systems, medical relief supplies, tools, etc., drawn as playing cards that can be upgraded to have higher skills as the game progresses. Here, each of the second objects 410 drawn on the playing card has a specific level of skill set that can be upgraded as desired by the user using the prize money collected by the user during gameplay. Further, various categories of the second objects are displayed in menu 412. Here, each category of the second object 410 can be upgraded to a further level in the lab with respect to the current level. These second objects 410 are discovered / unlocked by completing various missions and objectives, as well as upgrading the headquarters (e.g., object 402). As shown, the locked playing card is unselectable, as indicated by a locked sign 414 indicating that selection of the playing card is not possible.
[0065] Referring to FIG. 4C, a graphical representation of an exemplary transport unit of FIG. 3 is shown drawn as a transport unit pop-up window 400C rendered on a graphical user interface associated with a display (e.g., display 102 of FIG. 1) of a computing device (e.g., computing device 100 of FIG. 1) according to an embodiment of the present disclosure. As shown, the transport unit pop-up window 400C of the transport unit displays the carrying capacity of the transport unit. Here, the transport unit is a chopper that can be used to move a second object such as a soldier, provide an airdrop such as a medical kit, and provide energy supplied to an enemy area (the fourth area) via an air route. As shown, the transport unit pop-up window 400C displays several indicators indicating an attack ability parameter 416, an airdrop capacity parameter 418, and a defense ability parameter 420.
[0066] Referring to FIGS. 5A and 5B, graphical representations of game views 500A and 500B including a first area (e.g., first area 202 of FIG. 2) and a second area (e.g., second area 204 of FIG. 2) are shown rendered on a graphical user interface associated with a display (e.g., display 102 of FIG. 1) of a computing device (e.g., computing device 100 of FIG. 1) according to various embodiments of the present disclosure. As shown, game views 500A and 500B include a first area 502 and a second area 504. The first area 502 includes a third area 506 (e.g., third area 206 of FIG. 2) and a fourth area 508 (e.g., fourth area 208 of FIG. 2). The second area 504 displays a second object 510 for the user to select from. The fourth area 508 includes one or more first objects 512.
[0067] As shown in FIG. 5A, when the selection of the second object 510 is not detected, the first object 512 executes one or more actions at a first execution speed. The first object 512 (here, a soldier) is moved from the first position "A" to the second position "B" in the fourth area and travels a distance of "L" on the display. Here, when the selection of the second object 510 is not detected, the first object 512 travels a distance of "L" in a period of 1 second. As shown in FIG. 5B, the pointer device 514 selects the second object 510. In such a case, the first object 512 executes one or more actions at a second execution speed. Here, the second execution speed is half of the first execution speed, and thus, the first object 512 executes one or more actions at a slower speed. As shown in the figure, the first object 512 is moved from the first position "A" to the second position "B" in the fourth area and travels a distance of "L / 2" on the display. Here, when the selection of the second object 510 is detected, the first object 512 travels a distance of "L / 2" in a period of 1 second.
[0068] Referring to FIGS. 6A-6E, graphical representations showing steps of selection and dropping of a second object in game views 600A, 600B, 600C, 600D, and 600E rendered on a graphical user interface associated with a display (e.g., display 102 of computing device 100 in FIG. 1) of a computing device (e.g., computing device 100 in FIG. 1) according to various embodiments of the present disclosure are shown. As shown, each of game views 600A, 600B, 600C, 600D, and 600E includes a second area 602 that displays a second object 604, a third area 606 for deploying the second object 604, and a fourth area 608 that includes one or more first objects 610. Further, a pointer device 612 for performing user operations on the display is shown.
[0069] As shown in FIG. 6A, there is no selection of the second object 604, and thus, the first object 610 performs one or more actions in the fourth area 608 at the first execution speed. Here, the first object 610 travels a distance “L” in a period of one second. As shown in FIG. 6B, the second object 604 is selected by the pointer device 612. When the selection of the second object 604 by the pointer device 612 is detected, the execution speed of one or more actions of the first object 610 is changed to the second execution speed, and thus, the first object 610 performs one or more actions in the fourth area 608 at the second execution speed. Here, the second object 604 is selected for a period of one second, and during this one second, the first object 610 travels a distance of “L / 2” in the fourth area 608 at the second execution speed. As shown in FIG. 6C, the second object 604 is dragged from the second area 602 to the third area 606 by the pointer device 612. Here, the pointer device 612 can freely drag within the third area 606 while maintaining contact with the second object 604 to accurately deploy the second object 604 at a desired position within the third area 606. While the contact between the pointer device 612 and the second object 604 is maintained, the first object 610 performs one or more actions at the second execution speed. Here, the dragging of the second object 604 takes one second, and in that case, the first object 610 travels a distance of “L / 2” within the fourth area at the second execution speed. As shown in FIG. 6D, the second object 604 is dropped at a specific position “A” within the third area 606. Here, when the detection of the dropping of the second object 604 into the third area 606 by the pointer device is detected, the execution speed of one or more actions of the first object 610 is changed to the first execution speed, and thus, the execution speed of the first object 610 that performs one or more actions in the fourth area 608 is changed to the first execution speed.As shown in FIG. 6E, when the deselection of the second object 604 is detected, the second object 604 moves from the third area 606 to the fourth area 608 at the first execution speed. Here, after the second object 604 is dropped, both the first object 610 and the second object 604 travel a distance "L" in one second.
[0070] Referring to FIGS. 7A - 7G, graphical representations of the step of placing a second object in a third area (e.g., the third area 206 of FIG. 2) are shown in game views 700A, 700B, 700C, 700D, 700E, 700F, and 700G rendered on a graphical user interface associated with a display (e.g., the display 102 of FIG. 1) of a computing device (e.g., the computing device 100 of FIG. 1) according to various embodiments of the present disclosure. As can be seen, each of game views 700A, 700B, 700C, 700D, 700E, 700F, and 700G includes a second area 702 that displays second objects 704 and 706, a third area 708 for deploying the second objects 704 and 706, and a fourth area 710 that includes one or more first objects 712. Further, a pointer device 714 for performing user operations on the display is shown. Also, a "Start" button 716 is shown, and the user can tap it when ready to start the game.
[0071] As shown in FIG. 7A, a second object 704 within a second area 702 is selected by a pointer device 714. As shown in FIG. 7B, while maintaining contact with the second object 704, the second object 704 is moved from the second area 702 to a third area 708 by dragging the pointer device 714 from the second area 702 to the third area 708. As shown in FIG. 7C, by ending the contact between the second object 704 and the pointer device 714, the second object 704 is dropped into the third area 708. Here, in response to the deployment of the second object 704, a "Start" button 716 is presented to the user. Note that the second object 704 does not move from its deployment position until the "Start" button 716 is pressed. Further, a second object 706 within the second area 702 is selected by the pointer device 714. As shown in FIG. 7D, while maintaining contact with the second object, the second object 706 is moved from the second area 702 to the third area 708 by dragging the pointer device 714 from the second area 702 to the third area 708. As shown in FIG. 7E, by ending the contact between the second object 706 and the pointer device, the second object 706 is dropped into the third area 708. Here, the second object 706 is disposed at a position different from that of the second object 704. Note that the second objects 704 and 706 do not move until the "Start" button 716 is pressed. As shown in FIG. 7F, the "Start" button 716 is pressed by the pointer device 714. As shown in FIG. 7G, the second objects 704 and 706 move from the third area 708 to a fourth area 710 at a first execution speed.
[0072] Referring to FIG. 8, there is shown a flowchart 800 illustrating steps of a computer-implemented method for controlling game play according to an embodiment of the present disclosure. At step 802, a game view including a first area and a second area is rendered on a display of a computing device. At step 804, one or more first objects are displayed in the first area, and the one or more first objects are configured to perform one or more actions in the first area. Here, the one or more actions are performed at a first execution speed. At step 806, selection of a second object in the second area of the display is detected. At step 808, while it is detected that the second object is selected, the execution speed of the one or more actions performed by the one or more first objects within the first area is changed to a second execution speed.
[0073] Steps 802 - 808 are merely exemplary, and other alternatives can also be provided where one or more steps are added, one or more steps are removed, or one or more steps are provided in a different order without departing from the scope of the claims of this specification.
[0074] Changes to the above-described embodiments of the present disclosure are possible without departing from the scope of the present disclosure as defined by the appended claims. Expressions such as "including", "comprising", "incorporating", "having", "is", etc., used to describe and claim the present disclosure are intended to be interpreted in a non-exclusive manner, i.e., it is possible for items, components or elements not explicitly described to also be present. References to the singular form should be construed as also relating to the plural form.
Claims
1. 1. A computer program for controlling game play, said computer program comprising program instructions which, when executed by a processing means of a computing device, cause said computing device to perform a process, said process comprising: Rendering the first area and the second area on a display of the computing device; displaying a first object in the first area, the first object being configured to perform an action within the first area at an execution rate synchronized to a first clock; Detecting a selection of a second object within the second area; synchronizing the execution rate to a second clock; detecting that the second object has been selected and then dragged into the first area; resynchronizing the execution rate to the first clock upon detecting that the second object is no longer selected in the first area; A computer program comprising:
2. 2. The computer program product of claim 1, wherein the first clock is configured to run at a first speed and the second clock is configured to run at a second speed.
3. 2. The computer program product of claim 1 , wherein the second object is configured to be selected by contact with the display at a location of the second object within the second area, and deselecting the second object comprises terminating contact with the display at the location of the second object.
4. 2. The computer program product of claim 1, wherein the processing further comprises: drawing a start button on the display after detecting deselection of the second object; and moving the second object to another area after selection of the start button.
5. The computer program product of claim 4 , wherein the process further comprises: moving at least one other second object into the other area while the start button is being rendered.
6. 2. The computer program product of claim 1, wherein the process further comprises providing a control option on the display configured to, when selected, define a ratio of a speed of the second clock to a speed of the first clock.
7. The process comprises: connecting a plurality of computing devices to a server to establish an online multiplayer gaming system; simultaneously displaying a game view on a display of each of the plurality of computing devices; coordinating, via the server, action of one or more first objects in game play on the plurality of computing devices; upon detecting a selection of the second object at any one of the plurality of computing devices, synchronizing, for each of the plurality of computing devices, a rate of execution of the one or more first objects in the gameplay from the first clock to the second clock; upon detecting a deselection of the second object, for each of the plurality of computing devices, synchronizing a rate of execution of the one or more first objects in the gameplay to the first clock; The computer program product of claim 1 , further comprising:
8. A computing device comprising processing means and storage means, said storage means storing a computer program according to any one of claims 1 to 7.
9. means for rendering the first area and the second area on a display; means for displaying a first object in the first area, the first object being configured to perform an action within the first area at an execution rate synchronized to a first clock; means for detecting a selection of a second object within the second area; means for synchronizing said execution rate to a second clock; means for detecting that the second object has been selected and then dragged into the first area; means for resynchronizing the execution rate to the first clock upon detecting that the second object is no longer selected in the first area; An apparatus comprising:
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