Cover Path Movement Assistance in Video Games

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Solution Overview

Problem

Previous video game designs require precise player control to maintain a character in cover mode, leading to a non-smooth experience due to vulnerability from slight deviations in trajectory, and entry into cover mode is often based solely on proximity to a game object without considering other factors, affecting player enjoyment and game success.

Innovation Solution

A method for a video game that determines the distance and angle of approach of a character to a cover path, allowing entry into cover mode only when specific conditions are met, and assists the character's movement to remain on the cover path by transforming desired directions into predefined movements, ensuring the character remains protected from enemy fire.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If precise player control is required to maintain cover mode, then the character can remain protected from enemy fire, but the gameplay becomes non-smooth and difficult due to vulnerability from slight trajectory deviations

Engineering Contradiction:
Improveprotection from enemy fireVSAvoidplayer control difficulty
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system automatically adjusts the character's movement to maintain cover mode without requiring precise player control. The locomotion system monitors the character's position relative to the cover path and autonomously corrects deviations, allowing the character to self-maintain protective stance while reducing player burden.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system changes the character's stance parameter to 'in cover' when near a game object, which triggers automatic adjustment of movement parameters. This parameter change enables the character to remain in cover mode with relaxed control requirements, as the system adapts movement behavior to maintain the protective stance.

Inventive Principle:
Principle #35Parameter changes

2Ease of manufacture

If cover mode entry is based solely on proximity to a game object, then the implementation is simple, but the character may enter cover mode inappropriately during transit, reducing player enjoyment

Engineering Contradiction:
Improveimplementation simplicityVSAvoidcontext-awareness of cover mode entry
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system dynamically evaluates multiple factors including proximity to game objects, current movement direction, and whether the character is in transit or approaching a destination. This dynamic assessment allows the character to enter cover mode appropriately based on contextual conditions rather than simple proximity, improving adaptability while maintaining reasonable implementation complexity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses feedback from the locomotion system about the character's movement state and intent to determine whether cover mode entry is appropriate. By monitoring whether the character is in transit versus approaching a destination, the system provides context-aware cover mode activation that enhances player enjoyment while building upon simple proximity detection.

Inventive Principle:
Principle #23Feedback

3Reliability

If the character is constrained to move precisely along the cover path, then protection is maintained, but the movement freedom and gameplay smoothness are reduced

Engineering Contradiction:
Improvemaintained protectionVSAvoidmovement restriction
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The system applies partial constraint by allowing the character to deviate slightly from the precise cover path while maintaining protection. Rather than enforcing strict path adherence, the system provides a tolerance zone around the cover path, reducing movement restriction while preserving the reliability of cover mode protection.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11648476B2Method for providing assisted travel along a cover path in a video game
Publication Date: 2023.05.16 SQUARE ENIX EUROPE
  • US11648476B2 patent drawing
  • US11648476B2 patent drawing
  • US11648476B2 patent drawing

AI summary

Various methods for implementation by a computer that executes a video game. A first method comprises obtaining a desired direction of motion of a playing character that is in cover mode and on a cover path; and moving the character along the cover path in case the desired direction of motion is within a given range of directions, the character being kept in cover mode. A second method comprises determining a distance of the character to a cover path associated with a particular game object; determining the character's angle of approach relative to the game object; and responsive to receipt of a command to invoke cover mode, causing the character to enter cover mode in case a plurality of conditions is satisfied including a first condition that depends on the distance of the character to the cover path and a second condition that depends on the character's angle of approach.