Ally NPC Control With Ground and Air Targeting Rules

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game technologies face difficulties in allowing users to easily control non-player characters (NPCs) to perform motions, especially when the player character is in the air, and there is a lack of flexibility in controlling NPCs when the player character is on the ground or in the air.

Innovation Solution

A game processing method that allows users to control NPCs by executing different operations based on the player character's position, with distinct controls for when the player character is on the ground or in the air, using a unified input mechanism to reduce errors and provide intuitive control.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player character is positioned on the ground and the user performs an operation input, then the system executes control associated with a non-player character based on positional relationship, but it becomes difficult for the user to cause a desired non-player character to perform a motion when the player character is in the air

Engineering Contradiction:
Improveease of controlling NPCVSAvoidadaptability to different player positions
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The control system dynamically changes its behavior based on the player character's position. When the player is on the ground, the system requires proximity to the NPC for control. When the player is in the air, the system automatically selects a target NPC regardless of proximity. This dynamic adaptation resolves the contradiction by adjusting control requirements according to the operational context.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of target selection criteria based on the player's position state. The proximity requirement parameter is activated when the player is on the ground but deactivated when the player is in the air. This parameter change allows the same operation input to have different effects depending on the player's position, improving both ease of operation and adaptability.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If the system requires a predetermined positional relationship between the player character and non-player character for control execution, then control precision is improved, but the system becomes less flexible when the player character is in the air

Engineering Contradiction:
Improvecontrol precisionVSAvoidflexibility in air positioning
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The control system is segmented into two distinct modes based on player position: ground mode and air mode. In ground mode, the system enforces proximity requirements for precise target selection. In air mode, the system switches to automatic target selection without proximity constraints. This segmentation allows each mode to optimize for its specific operational requirements, maintaining control precision when needed and providing flexibility when the player is in the air.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The target selection mechanism dynamically adjusts its requirements based on the player's position. The proximity constraint is dynamically applied only when the player is on the ground, and automatically relaxed when the player is in the air. This dynamic behavior resolves the contradiction by making the precision requirement adaptive rather than fixed.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If the player character automatically moves to approach nearby non-player characters when not operated, then NPC interaction is facilitated, but the user loses manual control flexibility

Engineering Contradiction:
ImproveNPC interaction easeVSAvoidloss of manual control
Core Design Contradiction:
Ease of operationVSObject-generated harmful factors

Solution Approach 1:

The player character has dual behavior modes: when not operated, it automatically moves to approach nearby NPCs (self-service behavior). When operated by the user, it responds to user inputs and allows manual control. This self-service capability facilitates NPC interaction without permanently sacrificing user control, as the automatic movement only activates when the player is idle.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12440762B2Storage medium, information processing system, and game processing method
Publication Date: 2025.10.14 NINTENDO CO LTD
  • US12440762B2 patent drawing
  • US12440762B2 patent drawing
  • US12440762B2 patent drawing

AI summary

An example of an information processing system, when a player character is positioned at least on the ground, moves a non-player character being an ally of the player character in a virtual space. When the player character is positioned on the ground, the information processing system executes a first control associated with a predetermined character being the non-player character, according to an operation input including an input that is performed in a state where a predetermined positional relationship, indicating that the predetermined character and the player character are near to each other, is satisfied. When the player character is positioned in the air, the information processing system executes a second control associated with the predetermined character, according to a third operation input of the user, regardless of the positional relationship between the predetermined character and the player character.