Game Backpack Item Replacement for Full-Slot Pickup

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Solution Overview

Problem

The backpack system in competitive and sandbox games often has a pick-up limit, leading to inefficiencies when players cannot pick up items due to full slots, requiring cumbersome item discarding operations.

Innovation Solution

A graphical user interface that displays a pick-up list and alternative item list, allowing players to quickly replace items in the backpack by touch operations, even when the capacity is at the upper limit, enhancing operational efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the backpack system has a pick-up limit to maintain inventory management, then item storage is controlled, but players cannot pick up items when the backpack slot is full, leading to operational inefficiency

Engineering Contradiction:
Improveitem pickup efficiencyVSAvoiditem replacement operation complexity
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The interface is segmented into multiple functional areas: a pick-up list displaying available items, a backpack interface showing current inventory, and an alternative item list for replacement options. This segmentation allows players to efficiently manage items by visually separating different functional zones and performing targeted operations in each area.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system pre-displays alternative items that can be replaced in the backpack before the player makes a selection. By showing the alternative item list in advance, players can plan their item exchanges more efficiently without having to search through the backpack after attempting to pick up an item.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If the backpack slot is full to maintain inventory limits, then storage capacity is controlled, but players face the problem of not being able to pick up items, requiring cumbersome discarding operations

Engineering Contradiction:
Improveitem exchange speedVSAvoidtime for item management operations
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The pick-up operation and replacement operation are merged into a single integrated process. When players attempt to pick up an item and the backpack is full, the system automatically presents replacement options within the same interface flow, combining what were previously two separate operations (discard then pick-up) into one continuous action sequence.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The alternative item list acts as an intermediary between the pick-up request and the final replacement action. Instead of directly removing items from the backpack, the system presents a curated list of replaceable items that match the picked-up item's category or properties, mediating the exchange process and guiding players through efficient replacements.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If traditional backpack management is used to maintain inventory control, then item storage is limited, but operational efficiency decreases due to cumbersome discarding and picking processes

Engineering Contradiction:
Improvebackpack interface usabilityVSAvoidinterface structure complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The backpack interface serves multiple functions simultaneously: it displays current inventory, shows available pick-up items, presents alternative replacement options, and executes both pickup and replacement operations. This multi-functionality consolidates what would otherwise require multiple separate interfaces into a single unified system.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The interface adds a new dimensional layer to traditional backpack management by introducing the alternative item list as a intermediate selection layer. Instead of direct one-to-one item replacement, the system adds a categorical or property-based dimension that groups replaceable items, allowing players to make informed decisions while maintaining interface organization.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS12478873B2Virtual item processing method and device
Publication Date: 2025.11.25 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12478873B2 patent drawing
  • US12478873B2 patent drawing
  • US12478873B2 patent drawing

AI summary

A method for processing a virtual item is provided, including: providing a backpack control by the graphical user interface, wherein the backpack control is configured to display a backpack interface in response to a touch operation; in response to at least one first virtual item satisfying a preset condition in the game scene, displaying a pick-up list displaying item information of the first virtual item; determining a target first virtual item from the at least one first virtual item in response to a first touch operation on the pick-up list; displaying an alternative item list showing item information of a second virtual item, wherein the second virtual item is a virtual item in a backpack of the virtual character; and in response to a second touch operation on the alternative item list, determining a target second virtual item, and replacing the second virtual item by the target first virtual item.