Method for controlling gameplay
The described method and device improve gameplay control by allowing users to interact through touch operations and adjust execution speeds, addressing the challenges of intense and fast-paced strategy games by providing time for strategic planning and informed decision-making.
Patent Information
- Application Number
- JP2021570790
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2019-08-23
- Filing Date
- 2020-07-09
- Publication Date
- 2025-04-28
- Estimated Expiration
- 2040-07-09
AI Technical Summary
Current strategy games pose challenges due to their intense and fast-paced nature, making it difficult for players to follow multiple actions on the screen, leading to mistimed decisions and inefficient strategies. Additionally, players cannot formulate strategies before the game starts, requiring instantaneous decisions without reflection.
A computer-implemented method and computing device that render a game view with a first and second area, allowing users to interact through touch or swipe operations. The method detects the selection of a second object in the second area and changes the execution speed of actions performed by first objects in the first area, providing users with time to develop strategies before taking action.
This solution enhances user interaction and experience by allowing players to develop strategies and make informed decisions before taking action, thereby reducing the likelihood of mistimed decisions and improving overall gameplay efficiency.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates generally to gaming environments, and more particularly to a method for controlling gameplay in a graphical user interface of a gaming environment. The present disclosure also relates to a computing device for controlling gameplay in a graphical user interface of a gaming environment. Furthermore, 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 to implement the aforementioned method. Background
[0002] In recent years, the use of electronic devices such as smartphones, tablets, etc. for entertainment purposes has become popular. One implementation of electronic devices for entertainment is their use as gaming systems for mobile games. An important aspect of any gaming system implemented on an electronic device is the ease with which a user can interact with the game's user interface to control various actions of the game. Most of these electronic devices incorporate touch-sensitive display screens and can control the gaming application via such touch-sensitive manipulation on such displays.
[0003] Typically, strategy games have objects (such as characters) that are controlled by a user to complete game objectives or missions, such as collecting rewards and recognitions, constructing various structures, etc. Such games are becoming increasingly intricate and demanding in terms of concentration and strategy formulation, with real-time games requiring players to concentrate more on the game. In addition, it has been observed that traditional war-based strategy games sometimes become very intense, with a lot of action appearing on the screen at the same time, making it difficult for players to keep up. This often leads to untimely and inappropriate decisions, poor strategies, and ultimately objectives that may be lost or unrealized, frustrating players.
[0004] Furthermore, another problem associated with current strategy games is that users are required to act in real-time while playing the game, and users are not able to deliberate about future courses of action before the game begins. This requires instantaneous decision-making within a given time frame on the part of the user, often resulting in imprecise decision-making and inefficient strategies to address objectives. Furthermore, current strategy games do not allow users to participate in game activities / objectives before the game begins, i.e., before pressing a start button, etc. Thus, pre-emptive strategy formulation is a concept not currently entertained in existing game systems.
[0005] Therefore, in light of the above discussion, there is a need to overcome the above-mentioned shortcomings of current games and provide an efficient method of controlling gameplay.
[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. In particular, the present disclosure provides a method for facilitating user interaction by providing an improved user experience by sensing and acquiring user input via touch or swipe operations performed on a graphical user interface. The present disclosure aims to provide a solution to existing problems associated with traditional methods of gameplay that are often unsatisfying for users. It is an object of the present disclosure to provide a solution that at least partially overcomes the problems encountered in the prior art and provides an efficient, interactive and seamless approach to controlling gameplay.
[0007] 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 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 the second area of the display; and and 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 the second object is detected to be selected.
[0008] In another aspect, an embodiment of the present disclosure is a computing device for controlling game play, comprising: A display and a processing unit comprising at least one processor, the at least one processor comprising: rendering a game view on the display, the game view including a first area and a second area; Detecting a selection and deselection of a second object on the display; displaying one or more first objects in the first area, the first objects performing one or more actions at an execution speed equal to a first execution speed; and wherein upon detecting the selection of the second object, the at least one processor is configured 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 strategize and reach a decision before taking action in gameplay.
[0010] Additional aspects, advantages, features, and objects of the present disclosure will become apparent from the following drawings and detailed description of illustrative embodiments taken in conjunction with the appended claims.
[0011] It will be understood that features of the present disclosure can be combined in various combinations without departing from the scope of the present disclosure, which is defined by the appended claims.
[0012] The above summary, as well as the following detailed description of exemplary embodiments, will be better understood when read in conjunction with the accompanying drawings. For the purpose of illustrating the disclosure, exemplary configurations of the disclosure are shown in the drawings. The disclosure is not limited, however, to the specific methods and instrumentalities disclosed herein. In addition, those skilled in the art will appreciate that the drawings are not to scale. Wherever possible, similar elements are designated by the same numerals.
[0013] Embodiments of the present disclosure will now be described, by way of example only, with reference to the following figures: [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is a schematic block diagram of a computing device for controlling game play according to one embodiment of the present disclosure. [Diagram 2] 1 is a graphical representation of a game view rendered on a graphical user interface associated with a display of a computing device according to one embodiment of the present disclosure. [Diagram 3] 1 is a graphical representation of a game view near a home base area in a first area rendered on a graphical user interface associated with a display of a computing device according to one embodiment of the present disclosure. [Figure 4A] 4 is a graphical representation of the example headquarters of FIG. 3 depicted as a headquarters pop-up window rendered on a graphical user interface associated with a display of a computing device according to one embodiment of the present disclosure. [Figure 4B] 4 is a graphical representation of the example lab of FIG. 3 depicted as a lab pop-up window rendered on a graphical user interface associated with a display of a computing device according to one embodiment of the present disclosure. [Figure 4C]4 is a graphical representation of the example transport unit of FIG. 3 depicted as a transport unit pop-up window rendered on a graphical user interface associated with a display of a computing device according to one embodiment of the disclosure. [Figure 5A] 1 is a graphical representation of a game view including a first area and a second area rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 5B] 1 is a graphical representation of a game view including a first area and a second area rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 6A] 11 is a graphical representation illustrating the steps of selecting and dropping a second object in a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 6B] 11 is a graphical representation illustrating the steps of selecting and dropping a second object in a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 6C] 11 is a graphical representation illustrating the steps of selecting and dropping a second object in a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 6D] 11 is a graphical representation illustrating the steps of selecting and dropping a second object in a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 6E]11 is a graphical representation illustrating the steps of selecting and dropping a second object in a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7A] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7B] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7C] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7D] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7E] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7F] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 7G] 11 is a graphical representation of placing a second object in a third area within a game view rendered on a graphical user interface associated with a display of a computing device according to various embodiments of the present disclosure. [Figure 8] 1 is a flowchart illustrating steps involved in a computer-implemented method for controlling game play, according to one embodiment of the present disclosure. Detailed Description of the Preferred Embodiments
[0015] In the accompanying drawings, underlined numbers are used to represent the item that the underlined number is located above or adjacent to. Numbers without underlines refer to the item identified by the line connecting the ununderlined number to the item. When a number is not underlined and has an associated arrow, the ununderlined number is used to identify the general item to which the arrow is pointing.
[0016] The following detailed description illustrates embodiments of the disclosure and how they may be practiced. Although several ways of practicing the disclosure are disclosed, those skilled in the art will recognize that other embodiments are possible for implementing or practicing the 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 a first area, the one or more first objects 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; and changing an execution speed of one or more actions performed by one or more first objects in the first area to a second execution speed while the second object is detected to be selected.
[0018] In another aspect, an embodiment of the present disclosure is a computing device for controlling game play, comprising: A display and a processing unit including at least one processor, the at least one processor comprising: Rendering a game view on a display, the game view including a first area and a second area; Detecting selection and deselection of a second object on the display; Displaying one or more first objects in a first area, the first objects performing one or more actions at an execution rate equal to a first execution rate; configured to: A computing device is provided, wherein upon detecting a selection of the second object, the at least one processor is configured to change an execution speed of the one or more first objects to a second execution speed.
[0019] The present disclosure provides a computing device for controlling gameplay. The computing device comprises a display and a processing unit comprising at least one processor. The processing unit is operable to execute a software product, such that a graphical user interface is generated and rendered on the display. In the present disclosure, the computing device, together with its processing unit, software product, and graphical user interface, is implemented to execute the above method for controlling gameplay. 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 touch screens with built-in PCs, 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 computational element operable to process in response to instructions that drive the system. In some embodiments, the 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 circuitry. Furthermore, 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. In addition, one or more individual processors, processing devices, and elements are configured with various architectures for processing in response to instructions that drive the system.
[0021] In this example, the gameplay may be one of an action game, a role-playing game (RPG), a strategy game, a shooting game, a racing game, and the like. For purposes of this disclosure, the gameplay is a strategy game. In one example, the gameplay is a war-based strategy game. It will be understood that such a gameplay may include a game view rendered in a graphical user interface on a display. In one embodiment, the gameplay may incorporate multiple users (also referred to as "players" and hereinafter the two terms are used interchangeably) such that each user is provided with a respective home base within the game field. Each player may attack the home base of an opposing player and vice versa. Additionally, players may build their own defensible areas, which may be attacked by other players during the gameplay. Throughout this disclosure, the term "user" as used herein relates to a person (i.e., a human) who uses a computing device to access a play and perform user-specific actions within the gameplay.
[0022] The game view includes a first area and a second area that are rendered on a display of a computing device. The processing unit is configured to render the game view having the first area and the second area. Throughout this disclosure, the term "first area" as used herein refers to a 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 the one or more first objects are placed, in which the one or more first objects perform one or more actions. Furthermore, the first area is also utilized to place a second object therein. In one example, the first area is a battlefield with several enemy bases, enemy soldiers, etc. that perform actions such as defending the base. Furthermore, the enemy bases can be attacked by second objects that can be placed from the second area in the first area. Throughout this disclosure, the term "second area" as used herein refers to a portion of the game view that displays several second objects that the user can place in the first area as he / she wishes. Furthermore, the second area displays user selectable options that the user can select to perform a particular task. It should be noted that the first area may be understood as an area within the game view that displays one or more first objects performing one or more actions, while the second area may be understood as an area within the game view that displays the second objects as user-selectable options. It will be understood that by dividing the game view into two areas, the first area and the second area, the first area and the second area are displayed to the user simultaneously.
[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 examples, the one or more first objects include one or more of an enemy force, an enemy weapon, an enemy base, and an enemy tool. In one example, the first object can be a character or avatar in the first area that performs one or more actions at a first execution speed. The first object can include, but is not limited to, a soldier, a squad of soldiers, a weapon system such as a tank and other vehicle, or any other person, or even an animal or fictional character, configured to perform one or more actions in the first area. In another example, the first object can be a stationary object located in the first area that is a target object in gameplay. In such examples, the first object can include, but is not limited to, a building, a base, a military installation, a wall, a weapon system, and a land mine. 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 defending 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 it to another, firing a weapon such as a gun, throwing a weapon such as a grenade, knife, moving a transport unit such as a jeep, tank, chopper, etc. from one location to another. In a further example, the first object can attack the second object and kill or destroy the second object. As used herein, the one or more actions can be a task or activity that the first object is configured to perform. Note that the one or more actions of the one or more first objects in the first area are autonomously controlled.In this specification, the term "autonomously controlled" may be understood as one or more actions performed by one or more first objects being independent of a user's 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 relates to an object displayed in the second area. In some embodiments, the second object is a resource configured to perform an action on one or more first objects, including at least one of a soldier, a troop unit, a weapon system, a transport system, relief supplies, and a power enhancement tool. However, the second object is a user-selectable option displayed in the second area. The second object may have different abilities or skill levels to perform actions on one or more first objects. In one example, the second object is a character or avatar displayed in the second area that performs an action on one or more first objects when selected by a user and placed in the first area. In one example, the second object is a troop unit having several soldiers, each soldier having a gun configured to fire on one or more first objects in the first area to kill enemy soldiers and destroy enemy bases. In another example, the second object is a weapon system, such as a grenade or bomb, configured to destroy an enemy base in the portion of the first area targeted by the grenade or bomb. In yet another example, the second object is an airdrop having one or more of medical relief supplies, food parcels, water bottles, etc., that can be provided to soldiers fighting at the enemy base. It will be understood that the term "second object" may also include two or more second objects displayed in the second area and thus should not unduly limit the scope of the claims appended hereto.
[0025] In one embodiment, the first area includes a third area and a fourth area. A 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 utilized to display the second objects for selection therefrom, and the third area is utilized to deploy the selected second objects. 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 may be considered a user's playing field where one or more user-selected actions are performed, and the fourth area is considered an action field where one or more game actions, such as an attack, are performed. Note that the second object may be dropped anywhere within the third area depending on a strategy formulated by the user. It will be appreciated that once the second object is dropped into the third area, the second object is configured to autonomously move from the third area to a specific target in 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 location in the fourth area according to a strategy formulated by a user. For example, the second object, such as a grenade, can be dropped directly on top of a first object, such as an enemy base to be destroyed. In other examples, the second object, such as an airdrop, can be dropped directly on top of a soldier to provide the soldier with energy supplies, medical supplies, and the like.
[0026] According to one embodiment, the first area further includes a home base area including a headquarters for managing the second object, a lab 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. In some examples, the headquarters is a graphical representation of a building or object for managing the second object. In addition, the headquarters is configured to manage playing cards, such as soldier playing cards, squad unit playing cards, weapon system playing cards, transport system playing cards, relief supplies playing cards, or power boosting tool playing cards, that may be displayed in the second area. In some examples, the headquarters may also be utilized 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 a level of skill possessed by each of the second objects. In one or more examples, the headquarters also displays a total amount of awards collected by users as a way of representing a particular user's progress in gameplay.
[0027] In some embodiments, the lab is a graphical representation of a building or object for upgrading one or more skills of the second object. However, each second object has a particular level of skill that can be upgraded to a higher level in the lab. In one example, a particular second object, such as a particular soldier with a gun that fires at 10 revolutions per minute, can be upgraded to a higher level soldier with a gun that fires at 20 revolutions per minute. In another example, a particular second object is a weapon, such as a grenade capable of destroying two blocks in the fourth area, and can be upgraded to a higher level grenade capable of destroying four blocks in the fourth area.
[0028] In some embodiments, the transport unit is a graphical representation of a vehicle or object for moving the second object from the third area to the fourth area. In one example, the transport unit may be a chopper that may be utilized to move the second object from the third area to the fourth area. In another example, the transport unit may be a tank that may be utilized to move the second object from the third area to the 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 particular area within the game field. In some embodiments, the game field includes one or more elements, such as stars, health pickups, or ammunition pickups, to assist the user and / or increase a score associated with the player's performance. The user interface may also present one or more indicators to provide the player with information, such as information related to the game score or the health of the second object. In some examples, the graphic objects are represented with different shapes and / or different colors. In other examples, the graphic objects are represented with different symbols, such as, for example, different alphabets. In some examples, the user interface also includes various signs, such as a first sign displaying the user's name, a second sign displaying the number of second objects or playing cards available in the second area, a third sign displaying an ability or skill associated with the selected second object at a given moment, a fourth sign displaying the number of available energy refill units, a fifth sign displaying the number of rewards collected by the second object, and the like.
[0030] The computer-implemented method includes detecting a selection of a second object in a second area of a display, where the processing unit is configured to detect a selection and deselection of the second object by a pointer device on the display. In gameplay, a user may select a second object and subsequently cause the second object to perform a specific action related to gameplay on one or more first objects. The computer-implemented method further includes detecting a deselection or dropping of the selected second object by the pointer device into the first area. In some embodiments, the second object is configured to be selected by contacting the pointer device with the second object in the second area on the display and dragging the pointer device with the selected second object into the first area while maintaining contact between the pointer device and the second object on the display, and deselecting the second object includes ending contact between the pointer device and the second object on the display within the first area. In the context of the present invention, selecting the second object includes contacting the pointer device to the second object in the second area on the display and dragging the pointer device to the first area while maintaining contact with the second object on the display, and deselecting the second object includes terminating contact of the pointer device with the second object on the display within the first area.
[0031] To make that selection, the user of the computing device uses a pointer device, e.g., one or more of his or her fingers (or a stylus), to perform a touch operation at one or more locations within the graphical user interface rendered on the display, where the display is an input / output device configured to detect inputs corresponding to clicks, taps, and swipe operations of the pointer device thereon. In one or more examples, the display is a multi-touch-sensitive screen capable of sensing touch or swipe operations performed at multiple points on the screen simultaneously. Furthermore, instead of using a finger, the swipe operation can also be performed via a mouse by first pointing and tapping the mouse to a point on the display, dragging the pointer on the screen via the mouse along a desired path, 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 object, can be used as a pointer device to perform touch or swipe operations on the display.
[0032] For purposes of this disclosure, the display is a touch-sensitive display, although one skilled in the art will appreciate that the disclosed embodiments can be implemented with other display types using appropriate input devices without any limitation. In some implementations, the 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 touchscreen operable to sense changes in capacitance to detect a touch thereon. In another example, the touch-sensitive display can be a resistive touchscreen operable to sense changes in resistance to detect a touch thereon. In yet another example, the touch-sensitive display is an optical touchscreen operable to sense changes in reflectance to detect a touch thereon.
[0033] In some embodiments, the computer-implemented method further includes rendering a start button on the display in response to the deployment of the second object in the third area. In some embodiments, the computer-implemented method further includes detecting a selection of the start button, and moving the deployed second object from the third area to the fourth area at a first running speed in response to the selection of the start button. In one example, the start button is rendered on the display when the second object is deployed in the second area. Note that the second object does not move from its deployed position in the third area until the start button is pressed by the user. In such a manner, the user has sufficient time to strategize regarding game play and determine which playing cards of the second object he or she wants to deploy. Note that providing the start button allows the user to deploy two or more second objects in the third area before pressing the start button. By implementing the start button, the game play does not start immediately when the second object is deployed, but starts when the start button is selected, so that the user can further withdraw the second object already deployed in the third area and deploy other second objects as desired. Such provision allows the user to efficiently plan a game play strategy before the start of the game.
[0034] As mentioned above, the one or more first objects perform one or more actions in the first area at a first execution speed. It will be understood that the second object when placed in the first area is configured to perform one or more behaviors or actions at the first execution speed. Throughout this disclosure, the term "execution speed" as used herein refers to the rate at which the one or more first objects are displayed in the first area. It should be noted that the execution speed of an object corresponds to the number of frames displayed in a particular time for that object on the display of the computing device. For the purposes of this disclosure, the execution speed may be defined as the speed of one or more actions of the first object in the first area autonomously controlled by the processing unit. Throughout this disclosure, the term "first execution speed" refers to the rate at which the one or more first objects performing one or more actions are rendered on the display when no selection of the second object is detected.
[0035] In some embodiments, the computer-implemented method further includes synchronizing one or more actions of the 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 a soldier moving from a third area to a fourth area, a soldier firing a bullet at an enemy base, and a grenade throwing at an enemy base are rendered on a display at the first execution speed.
[0036] The computer-implemented method includes changing an execution speed of one or more actions performed by one or more first objects in the first area to a second execution speed while the selection of the second object is detected. It will be understood that the execution speed of the one or more first objects in the first area is changed to the second execution speed during the period of selection of the second object by the pointer device. Throughout this disclosure, the term "second execution speed" as used herein refers to the speed at which the one or more first objects performing the 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 rate is slower than the first execution rate. That is, one or more actions performed by the first object are slower when selection of the second object is detected compared to when selection of the second object is not detected. In some embodiments, the second execution rate is 2 to 10 times slower than the first execution rate. In one example, the first execution rate is x frames per second (fps), in which case the second execution rate 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 one or more actions of the one or more first objects with a second clock operating at a second speed corresponding to the second execution speed during a period of selection of the second object by the pointer device. It will be appreciated that before detecting the selection of the second object, the first object is configured to perform one or more actions at the first execution speed, whereas upon detection of the selection of the second object in the second area, the first object is configured to slow down. In some embodiments, during the period of selection of the second object, i.e., during the period of selection of the second object by the pointer device and dragged into the first area, the one or more actions of the one or more first objects are slowed down, e.g., slowed down by a factor of 2. In one example, when a second object, such as a soldier, is selected in the second area and dragged into a third area and accurately positioned in the third area, the one or more first objects configured to perform one or more actions in a fourth area are slowed down. In such an example, if a particular first object was to travel a distance L in a game view rendered on a display at a first running speed, the particular object will travel a distance L / 2 in a game view rendered on a display at a second running speed. It should be understood that when a particular second object is selected, the first running speed of all other objects, including the first object and the second object, performing actions in the fourth area and / or the third area is changed to a second running speed. It should be understood that such a method of slowing down one or more first objects in the fourth area may facilitate user interaction in the game play and allow the user to make better strategies during play, by slowing down the actions in the enemy area in the fourth area, providing the user with enough time to strategically deploy the second object in the third area.
[0039] The computer-implemented method further includes changing an execution speed of one or more actions performed by one or more first objects in the first area to a first execution speed when it is detected that the second object is no longer selected. In addition, the method includes changing an execution speed of one or more first objects in the first area to a first execution speed in response to dropping the selected second object in the first area. In one example, when a second object, such as a soldier, is dropped into a third area, the execution speed of the one or more first objects is returned to the first execution speed. In some embodiments, the computer-implemented method further includes resynchronizing one or more actions of the one or more first objects with the first clock in response to detecting deselection of the selected second object in the first area.
[0040] In some embodiments, the computer-implemented method further includes providing a control option on the display configured to define a ratio of the second execution speed to the first execution speed when selected. 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 slowed down to achieve a desired execution speed. In one example, the first execution speed is "x" and the user-defined ratio is "1 / 2", in which case the resulting second execution speed is 1 / 2 times 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 user-defined ratio is "1 / 4", in which case the resulting second execution speed is 1 / 4 times 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 user-defined ratio is "2", in which case the resulting second execution speed is 2 times z. In this case, the second execution speed is faster than the first execution speed. It should be noted that the control option may be presented on the display by any suitable manner known in the art. In one example, the user is prompted to enter a numerical value to define the 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 predefined ratios of the second execution speed to the first execution speed, and the user is prompted to select any one of the 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 the slider to increase or decrease the ratio of the second execution speed to the first execution speed as desired by the user. It should be understood that the control option is provided to the user before the start of the game. Furthermore, the user may also increase or decrease the ratio during gameplay via a "pause" option provided in the game.
[0041] According to one embodiment, the computer-implemented method further includes connecting the multiple computing devices to a server to facilitate an online multiplayer gaming system. To this end, the method includes simultaneously rendering a game view on a display of each of the multiple computing devices. However, to facilitate interaction with the graphical user interface by the multiple users, the graphical user interface is generated simultaneously in time on the displays of the multiple computing devices. The method further includes coordinating one or more actions of one or more first objects in the game play on the multiple computing devices via the server. Beneficially, the graphical user interfaces generated on the multiple computing devices are coordinated and synchronized via the server and are modified simultaneously on the multiple computing devices over time.
[0042] The term "server" as used herein relates to a structure and / or module that includes programmable and / or non-programmable components configured to store, process, and / or share information. In some embodiments, a server includes any configuration of physical or virtual computing entities capable of scaling information to perform various computational tasks. Furthermore, it should be understood that a server can be both a single hardware server and / or multiple hardware servers operating in a parallel or distributed architecture. In one example, a server can include components such as memory, processors, network adapters, etc., to store, process, and / or share information with other computing components, such as user devices / user equipment.
[0043] Further, in this specification, a communication network can be a collection of individual networks interconnected with each other and functioning as a single large network. Such individual networks can be wired, wireless, or a combination thereof. Examples of such individual networks include, but are not limited to, a local area network (LAN), a wide area network (WAN), a metropolitan area network (MAN), a wireless LAN (WLAN), a wireless WAN (WWAN), a wireless MAN (WMAN), the Internet, a second generation (2G) telecommunications network, a third generation (3G) telecommunications network, a fourth generation (4G) telecommunications network, and a Worldwide Interoperability for Microwave Access (WiMAX) network. Additionally or alternatively, computing devices can use their own Bluetooth® networks and connect to a Bluetooth® server to synchronize with other electronic devices. The network environment may be implemented in a variety of ways depending on various possible scenarios. In one exemplary scenario, the network environment may be implemented by a spatially co-located arrangement of servers and databases. In another exemplary scenario, the network environment may be implemented by a spatially distributed arrangement of servers and databases communicatively coupled to each other via a communication network. In yet another example scenario, the servers and databases may be implemented via cloud computing services.
[0044] The computer-implemented method further includes, upon detection of a selection of a second object on any one of the computing devices, re-changing the running speed of one or more first objects in the game play on each computing device to a second running speed. In one example, an online multiplayer game system includes four computing devices, each associated with four users engaged in game play, namely, player 1, player 2, player 3, and player 4. Here, upon detection of a selection of a second object on any one of the four computing devices, the running speed of one or more first objects on each of the four computing devices is changed to a second running speed. In other words, upon at least one of the four players performing a selection of the second object, the running speed of one or more first objects is changed to a second running speed. In such a case, the server transmits a synchronization signal to each clock associated with each computing device to change the running speed of one or more first objects to a second running speed. Note that one or more actions of the first object on each computing device are decelerated, i.e., the actions are performed in slow motion.
[0045] The computer-implemented method further includes modifying the running speed of one or more first objects in the game play at each computing device upon detection of the absence of selection of the second object at each computing device. In one example (as described above), an online multiplayer game system includes four computing devices, each associated with four users engaged in game play, namely, player 1, player 2, player 3, and player 4. Here, upon detection of the absence of selection of the second object at each of the four computing devices, the running speed of one or more first objects at each of the four computing devices is modified to a first running speed. In other words, if none of the players perform a selection operation of the second object, the running speed of one or more first objects is modified to a first running speed. In such a case, the server transmits a synchronization signal to each clock associated with each computing device to modify the running speed of one or more first objects to a first running speed. Note that if none of the players select the second object, one or more actions of the first object at each computing device are restored to a normal speed.
[0046] The present disclosure also relates to the above-mentioned method, to which the various embodiments and variants disclosed above apply mutatis mutandis.
[0047] In some embodiments, the at least one processor is further configured to change an execution speed of the one or more first objects to the first execution speed upon detecting deselection of the 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, where 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 between 2 and 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 in the second area, and the second object is configured to be dragged along the display to the first area while contact is maintained, where the second object is configured to be dropped when 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, where the second area is configured to display a second object for selection, the selected second object is configured to be deployed in the third area upon detection of deselection of the selected second object, and the one or more first objects are configured to be presented in the fourth area.
[0052] In some embodiments, the third area is a home base area that includes a headquarters for managing the second object, a lab 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, the one or more first objects include one or more of enemy forces, enemy weapons, enemy bases, and enemy tools, and the second objects are resources for performing actions against the one or more first objects and include at least one of soldiers, force units, weapon systems, transportation systems, relief supplies, and power augmenting tools.
[0054] In some embodiments, the at least one processor is further configured to render a start button on the display in response to detecting deployment of the second object in the third area.
[0055] In some embodiments, the at least one processor is configured to detect a selection of a 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 the fourth area at a first execution speed.
[0056] In some embodiments, the at least one processor comprises: synchronizing one or more actions of the one or more first objects with a first clock operating at a first rate corresponding to the first execution rate; during the period of detection of the selection of the second object, synchronizing one or more actions of the one or more first objects with a second clock operating at a second rate corresponding to the second execution rate; and further configured to resynchronize one or more actions of the one or more first objects with the first clock in response to detecting deselection of the selected second object in the first area.
[0057] In some embodiments, the at least one processor is further configured to provide a control option on the display to define a ratio of the second execution speed to the first execution speed. In some embodiments, the at least one processor is configured to autonomously control one or more actions of one or more first objects in the first area.
[0058] In some embodiments, a server is connected to a plurality of computing devices to facilitate an online multiplayer gaming system, the server comprising: Rendering a game view simultaneously on respective displays of a plurality of computing devices; The server is configured to coordinate one or more actions of one or more first objects in game play on the multiple computing devices.
[0059] In some embodiments, the server: upon detecting a selection of a second object at any one of the plurality of computing devices, altering an execution speed of one or more first objects in the gameplay at each of the plurality of computing devices to a second execution speed; The device is further configured to, upon detection of an absence of selection of the second object at any one of the plurality of computing devices, alter a running speed of one or more first objects within the gameplay at each 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 is shown according to one embodiment of the present disclosure. As shown, the computing device 100 comprises 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 graphical elements, objects, game views, and the like. It is noted that the display 102 is touch-sensitive for receiving 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 perform one or more actions. The second area 112 is disposed below the first area 110 and displayed on the computing device 100. The second area 112 displays a second object 116 disposed therein. Here, the pointer device is utilized by the user to select a second object 116 from the second area 112 and place the second object 116 in the first area 110 .
[0061] 2, a graphical representation of a game view 200 is shown rendered on a graphical user interface associated with a display (e.g., the user interface 108 of the display 102 of FIG. 1) of a computing device (e.g., the computing device 100 of FIG. 1) according to one embodiment of the present disclosure. As shown, the 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. Furthermore, the fourth area 208 displays one or more first objects 214 that are located in the fourth area 208 to defend against attacks and perform 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 on which the second object 216 is deployed. The second object 216 is selected from the second area 202 and dragged to the third area 206 to be deployed. Furthermore, 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 running speed.
[0062] 3, a graphical representation of a game view 300 having a home base area 302 in a first area (e.g., first area 202 in FIG. 1 ) rendered on a graphical user interface associated with a display (e.g., display 102 in FIG. 1 ) of a computing device (e.g., computing device 100 in FIG. 1 ) according to one embodiment of the present disclosure is shown. As shown, the graphical user interface depicts the home base area 302 of the user, 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 the third area to the fourth area. The home 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 winnings collected, and a third indicator 314 for displaying the total number of coins collected in the game play. Additionally, by utilizing a pointer device (not shown) to select the graphical representations of headquarters 304, lab 306, and transport unit 308, new pop-up windows may be presented to further illustrate features and capabilities.
[0063] Referring to FIG. 4A, a graphical representation of the exemplary headquarters of FIG. 3 depicted as a headquarters pop-up window 400A 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 disclosure. As shown, the headquarters pop-up window 400A includes multiple indicators, such as a first indicator 402 indicating a current level of supply boxes within the headquarters, a second indicator 404 indicating a defense production parameter indicating a current gold production rate, and a third indicator 406 indicating a gold storage parameter indicating a storage capacity of gold storage at the headquarters. In addition, the headquarters pop-up window 400A displays available playing cards 408 of second objects that the user can manage by selecting second objects displayed in the second area. The headquarters pop-up window 400A also displays the next locked second objects that need to be unlocked in subsequent levels as the game progresses.
[0064] Referring to FIG. 4B, a graphical representation of the example lab of FIG. 3 depicted as a lab pop-up window 400B 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 shown, the lab pop-up window 400B displays several second objects 410, such as soldiers, squad units, weapon systems, medical aid supplies, tools, etc., depicted as playing cards that can be upgraded to have higher skills as the game progresses. Here, each of the second objects 410 depicted on the playing cards has a certain level of skill set that can be upgraded as the user desires utilizing prize money collected by the user during game play. Furthermore, various categories of second objects are displayed in the menu 412. Here, each category of second objects 410 can be upgraded to a further level relative to its current level in the lab. 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, a locked playing card cannot be selected, as indicated by a locked sign 414 indicating that the playing card cannot be selected.
[0065] Referring to FIG. 4C, a graphical representation of the exemplary transport unit of FIG. 3 depicted as a transport unit pop-up window 400C 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 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 utilized to move second objects such as soldiers, provide airdrops such as medical kits, and provide energy delivered to the enemy area (fourth area) via an air route. As shown, the transport unit pop-up window 400C displays several indicators indicating an offensive capability parameter 416, an airdrop carrying capacity parameter 418, and a defensive capability parameter 420.
[0066] 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 a user to select from. The fourth area 508 includes one or more first objects 512.
[0067] As shown in FIG. 5A, the first object 512 performs one or more actions at a first execution speed if the selection of the second object 510 is not detected. The first object 512 (here, a soldier) is moved from a first position "A" to a second position "B" in the fourth area to advance a distance of "L" on the display. Here, if the selection of the second object 510 is not detected, the first object 512 advances a distance of "L" in a period of one second. As shown in FIG. 5B, the pointer device 514 selects the second object 510. In such a case, the first object 512 performs 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 performs one or more actions at a slower speed. As shown, the first object 512 is moved from a first position "A" to a second position "B" in the fourth area to advance a distance of "L / 2" on the display. Here, when selection of a second object 510 is detected, a first object 512 travels a distance of "L / 2" in a period of 1 second.
[0068] 6A-6E, graphical representations illustrating steps of selecting and dropping a second object in game views 600A, 600B, 600C, 600D, and 600E are shown rendered on a graphical user interface associated with a display (e.g., display 102, FIG. 1) of a computing device (e.g., computing device 100, FIG. 1) according to various embodiments of the present disclosure. As shown, each of game views 600A, 600B, 600C, 600D, and 600E includes a second area 602 displaying a second object 604, a third area 606 for deploying the second object 604, and a fourth area 608 including one or more first objects 610. Additionally, 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 therefore the first object 610 performs one or more actions in the fourth area 608 at the first execution speed. Here, the first object 610 moves 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. Upon detection of the selection of the second object 604 by the pointer device 612, the execution speed of the one or more actions of the first object 610 is changed to a second execution speed, and therefore 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 moves a distance "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 in the third area 606 while maintaining contact with the second object 604 to accurately deploy the second object 604 at a desired position in the third area 606. Note that 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 a second execution speed. Here, the dragging of the second object 604 requires one second, in which case the first object 610 travels a distance of "L / 2" in the fourth area at the second execution speed. As shown in FIG. 6D, the second object 604 is dropped at a specific position "A" in the third area 606. Here, upon detection of the dropping of the second object 604 into the third area 606 by the pointer device, the execution speed of one or more actions of the first object 610 is changed to a first execution speed, and therefore the execution speed of the first object 610 performing one or more actions in the fourth area 608 is changed to the first execution speed.6E, when deselection of the second object 604 is detected, the second object 604 moves from the third area 606 to the fourth area 608 at a first running speed, where 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] 7A-7G, graphical representations of placing a second object in a third area (e.g., third area 206 of FIG. 2) in game views 700A, 700B, 700C, 700D, 700E, 700F, and 700G 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 are shown. As can be seen, each of game views 700A, 700B, 700C, 700D, 700E, 700F, and 700G includes a second area 702 displaying second objects 704 and 706, a third area 708 for deploying second objects 704 and 706, and a fourth area 710 including one or more first objects 712. Additionally, a pointer device 714 for performing user operations on the display is shown. Also shown is a "Start" button 716, which the user can tap to begin the game when ready.
[0071] As shown in FIG. 7A, a second object 704 in the second area 702 is selected by the pointer device 714. As shown in FIG. 7B, the second object 704 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 while maintaining contact with the second object 704. As shown in FIG. 7C, the second object 704 is dropped into the third area 708 by terminating contact between the second object 704 and the pointer device 714. 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 the deployed position until the "start" button 716 is pressed. Furthermore, a second object 706 in the second area 702 is selected by the pointer device 714. As shown in FIG. 7D, 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 while maintaining contact with the second object. As shown in FIG. 7E, the second object 706 is dropped into the third area 708 by terminating contact between the second object 706 and the pointer device. Here, the second object 706 is placed in a different position from 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 the fourth area 710 at a first execution speed.
[0072] Referring to FIG. 8, a flowchart 800 is shown illustrating steps of a computer-implemented method for controlling gameplay according to one embodiment of the present disclosure. In step 802, a game view including a first area and a second area is rendered on a display of a computing device. In step 804, one or more first objects are displayed in the first area, the one or more first objects being configured to perform one or more actions in the first area, where the one or more actions are performed at a first execution speed. In step 806, a selection of a second object in a second area of the display is detected. In step 808, while the second object is detected to be selected, the execution speed of the one or more actions performed by the one or more first objects in the first area is changed to a second execution speed.
[0073] Steps 802-808 are exemplary only, and other alternatives may be provided in which 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 herein.
[0074] Modifications may be made to the embodiments of the present disclosure described above without departing from the scope of the disclosure, which is defined by the appended claims. The terms "including," "comprising," "incorporating," "have," "is," and the like, used to describe and claim the present disclosure, are intended to be interpreted in a non-exclusive manner, i.e., items, components, or elements not expressly described may also be present. References to the singular should be interpreted to refer to the plural as well.
Claims
1. 1. 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 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 the second area of the display; and Detecting that the second object is being dragged from the second area to the first area while the selection of the second object remains; while detecting that the selection of the second object is maintained, 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; 4. A computer-implemented method comprising:
2. 2. The computer-implemented method of claim 1, further comprising: changing the execution speed of the one or more actions performed by the one or more first objects in the first area to the first execution speed when it is detected that the second object is no longer selected.
3. The computer-implemented method of claim 1 or 2, wherein the second execution speed is slower than the first execution speed.
4. The computer-implemented method of claim 1 , wherein the second execution speed is between 2 and 10 times slower than the first execution speed.
5. The computer-implemented method of claim 1 , wherein the gameplay is strategy-based gameplay.
6. 6. The computer-implemented method of claim 5, wherein 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 the one or more first objects are configured to be placed in the fourth area.
7. 7. The computer-implemented method of claim 6, wherein the first area includes a home base area including a headquarters for managing the second object, a lab 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.
8. The computer-implemented method of claim 6 or 7, further comprising deploying the second object in the fourth area.
9. 9. The computer-implemented method of claim 6, further comprising: rendering a start button on the display in response to deployment of the second object in the third area.
10. detecting a selection of the start button; in response to the selection of the start button, moving the deployed second object from the third area to the fourth area at the first execution speed; The computer-implemented method of claim 9 , further comprising:
11. 11. The computer-implemented method of claim 1, wherein the one or more first objects include one or more of an enemy force, an enemy weapon, an enemy base, and an enemy tool, and the second object is a resource configured to perform actions against the one or more first objects and includes at least one of a soldier, a force unit, a weapons system, a transport system, an air drop, and a power augmenting tool.
12. 12. The computer-implemented method of claim 1, wherein the second object is configured to be selected on the display by contacting a pointer device with the second object in the second area and dragging the pointer device along with the selected second object to the first area while maintaining the contact between the pointer device and the second object on the display, and deselecting the second object comprises ending the contact between the pointer device and the second object on the display within the first area.
13. synchronizing the one or more actions of the one or more first objects with a first clock operating at a first speed corresponding to the first execution speed; synchronizing the one or more actions of the one or more first objects with a second clock operating at a second speed corresponding to the second execution speed during the detected selection of the second object by the pointer device; in response to detecting the deselection of the selected second object, resynchronizing the one or more actions of the one or more first objects with the first clock; The computer-implemented method of claim 12 further comprising:
14. 14. The computer-implemented method of claim 1, further comprising providing a control option on the display configured, when selected, to define a ratio of the second execution speed to the first execution speed.
15. The computer-implemented method of claim 1 , further comprising autonomously controlling the one or more actions of the one or more first objects in the first area.
16. connecting a plurality of computing devices to a server to facilitate an online multiplayer gaming system; rendering the game view simultaneously on a display of each of the plurality of computing devices; coordinating the one or more actions of the one or more first objects in the game play on the plurality of computing devices via the server; The computer-implemented method of claim 15 further comprising:
17. upon detecting a selection of the second object on any one of the plurality of computing devices, changing the execution speed of the one or more first objects in the gameplay on each of the plurality of computing devices to the second execution speed; upon detecting a deselection of the second object, changing the execution speed of the one or more first objects in the gameplay back to the first execution speed at each of the plurality of computing devices; The computer-implemented method of claim 16 further comprising:
18. 1. A computing device for controlling game play, comprising: A display and a processing unit comprising at least one processor; wherein the at least one processor: rendering a game view on the display, the game view including a first area and a second area; Displaying one or more first objects in the first area, the first objects performing one or more actions at an execution speed equal to a first execution speed; Detecting a selection of a second object in the second area of the display; and Detecting that the second object is being dragged from the second area to the first area while the selection of the second object remains; configured to: a computing device, the at least one processor configured to change the execution speed of the one or more first objects to a second execution speed while it is detected that selection of the second object is maintained;
19. 20. The computing device of claim 18, wherein the at least one processor is further configured to change the execution speed of the one or more first objects to the first execution speed upon detecting deselection of the second object.
20. 20. The computing device of claim 18 or 19, further comprising a first clock configured to operate at a first speed and a second clock configured to operate at a second speed, the first speed of execution being synchronized with the first clock and the second speed of execution being synchronized with the second clock.
21. 21. The computing device of claim 20, wherein the second speed of the second clock is slower than the first speed of the first clock.
22. 22. A computing device according to claim 20 or 21, wherein the second speed of the second clock is between 2 and 10 times slower than the first speed of the first clock.
23. 22. The computing device of claim 19, wherein the display is a touch-sensitive display, the touch-sensitive display configured to detect contact of a pointer device on the touch-sensitive display.
24. 24. The computing device of claim 23, wherein the second object is configured to be selected when the pointer device is in contact with the display within the second area, the second object is configured to be dragged along the display to the first area while the contact is maintained, and the second object is configured to be dropped when the contact with the pointer device ends in the first area.
25. 25. A computing device according to claim 23 or 24, wherein the gameplay is strategy-based gameplay.
26. 26. The computing device of claim 25, wherein the one or more first objects include one or more of enemy forces, enemy weapons, enemy bases, and enemy tools, and the second objects are resources for performing actions against the one or more first objects and include at least one of soldiers, troop units, weapon systems, transportation systems, relief supplies, and power augmenting tools.
27. 27. The computing device of claim 25 or 26, wherein the first area includes a third area and a fourth area, the second area configured to display the second object for selection, the selected second object configured to be deployed in the third area upon detection of deselection of the selected second object, and the one or more first objects configured to be presented in the fourth area.
28. 28. The computing device of claim 27, wherein the third area is a home base area including a headquarters for managing the second object, a lab 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.
29. 29. The computing device of claim 27 or 28, wherein the at least one processor is further configured to render a start button on the display in response to detecting deployment of the second object in the third area.
30. 30. The computing device of claim 29, wherein the at least one processor is configured to detect a selection of the start button by the pointer device on the display and, in response to the detection of the selection of the start button, move the deployed second object from the third area to the fourth area at the first execution speed.
31. The at least one processor synchronizing the one or more actions of the one or more first objects with a first clock operating at a first speed corresponding to the first execution speed; synchronizing the one or more actions of the one or more first objects with a second clock operating at a second speed corresponding to the second execution speed during the detection of the selection of the second object; in response to detecting a deselection of the selected second object in the first area, resynchronizing the one or more actions of the one or more first objects with the first clock; 31. The computing device of claim 19, further configured to:
32. 32. The computing device of claim 19, wherein the at least one processor is further configured to provide a control option on the display to define a ratio of the second execution speed to the first execution speed.
33. 33. The computing device of claim 19, wherein the at least one processor is configured to autonomously control the one or more movements of the one or more first objects in the first area.
34. and a server coupled to the plurality of computing devices to facilitate the online multiplayer gaming system, the server comprising: rendering the game view simultaneously on respective displays of the plurality of computing devices; coordinating the one or more actions of the one or more first objects in the game play on the plurality of computing devices via the server; 34. A computing device according to any one of claims 19 to 33, configured to:
35. The server, upon detecting a selection of the second object on any one of the plurality of computing devices, changing the execution speed of the one or more first objects in the gameplay on each of the plurality of computing devices to the second execution speed; re-altering the execution speed of the one or more first objects in the gameplay on each of the plurality of computing devices upon detection of the absence of the selection of the second object on any one of the plurality of computing devices; 35. The computing device of claim 34, further configured to:
36. A computer program configured, when executed by a processing means of a computer system, to cause the computer system to perform a computer implemented method according to any of claims 1 to 17.
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