In-Game Building Object Control Without Dedicated Edit Modes
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Solution Overview
Problem
In traditional games, players cannot easily change the arrangement of buildings without a dedicated user interface, limiting the flexibility in building configurations.
Innovation Solution
A game program that allows players to control building objects in a virtual space using first actions, enabling movement, connection, and integration of building objects based on player character actions, with specific configurations to facilitate building construction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a dedicated user interface is provided to change building arrangement, then building configuration flexibility is improved, but device complexity increases
Solution Approach 1:
The player character's movement function is made multi-functional: it serves both as the primary gameplay mechanic for moving objects and as the mechanism for changing building arrangements. By making the building arrangement change function universal with the object movement function, the patent eliminates the need for a separate dedicated interface, thus improving flexibility while maintaining simple operation.
Solution Approach 2:
The patent merges the building arrangement modification capability with the existing object movement functionality. Instead of providing a separate interface for building configuration, the system combines both functions into the player character's movement action, allowing players to rearrange buildings through the same simple drag-and-drop mechanism used for moving other objects.
2Adaptability or versatility
If a dedicated user interface is provided for building arrangement, then building editing capability is improved, but ease of operation deteriorates
Solution Approach 1:
The player character's movement function is made multi-functional: it serves both as the primary gameplay mechanic for moving objects and as the mechanism for changing building arrangements. By making the building arrangement change function universal with the object movement function, the patent eliminates the need for a separate dedicated interface, thus improving flexibility while maintaining simple operation.
Solution Approach 2:
Instead of providing a complex dedicated interface that requires players to learn new interaction patterns, the patent inverts the approach by making the simple existing movement mechanic perform the additional function of building rearrangement. This reversal maintains ease of operation while achieving enhanced editing capability.
3Adaptability or versatility
If building objects are made movable by player actions, then building flexibility is improved, but loss of time for mode switching increases
Solution Approach 1:
The patent extracts the building arrangement modification function from a separate mode or interface and integrates it directly into the normal gameplay loop. By taking out the mode switching requirement and embedding the functionality directly into player character actions, the system eliminates time loss while maintaining building movability.
Data Source
AI summary
An example game program of the present exemplary embodiment causes the computer to: perform movement control of at least one operation target object set as a target of a first action by the player character, out of a plurality of objects in the virtual space, based on the first action based on an operation input; perform movement control of an operation target building object, based on the first action in a first situation; at a time of shifting from the first situation to a second situation, set the operation target building object arranged to a non-operation target building object.


