Damage Marks for 3D Game Attack Direction

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Solution Overview

Problem

In shooting games, players face difficulty recognizing attack directions from enemy characters not displayed on the screen, leading to confusion and increased difficulty in dodging or counter-attacking, especially when multiple enemies are present.

Innovation Solution

A game machine and method that generates and displays damage marks indicating the attack direction in a 3D virtual game space, using a computer program to acquire player and enemy positions and generate marks at corresponding positions around the player character, considering height information to accurately represent attack directions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If the position of all enemy characters is displayed on the screen, then the player can recognize the presence of enemies, but the screen becomes cluttered and the player feels perplexed with which enemy to focus on

Engineering Contradiction:
Improveenemy position informationVSAvoidscreen display complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent extracts only the essential information needed for the player to respond to attacks - specifically the attack direction indicator - while removing unnecessary visual clutter from the screen. This selective extraction of information allows the player to recognize enemy positions without being overwhelmed by displaying all enemy characters simultaneously.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent segments the enemy information display into two parts: (1) the attack direction indicator that shows where the enemy is located, and (2) the enemy character itself that appears when it enters the display area. This segmentation allows the player to process information in manageable portions rather than all at once.

Inventive Principle:
Principle #1Segmentation

2Reliability

If the player character is attacked by enemy character not displayed on the screen, then the player cannot dodge or attack the enemy, but displaying all enemy positions makes the screen uncomfortable to watch

Engineering Contradiction:
Improveattack direction recognitionVSAvoiddisplay screen complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary element - the attack direction indicator - that mediates between the hidden enemy character and the player. This indicator provides the player with directional information about attacks from off-screen enemies without requiring the enemy character itself to be visible, thus maintaining reliability while avoiding screen clutter.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Loss of information

If multiple markers are displayed to indicate enemy positions, then the player can recognize enemy directions, but the player feels perplexed with which enemy character to focus on

Engineering Contradiction:
Improveattack direction informationVSAvoidplayer focus and operation
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The patent extracts only the critical directional information needed for player response - the attack direction indicator - while removing extraneous visual elements. This extraction provides sufficient information for the player to dodge or counter-attack without creating confusion about which enemy to prioritize.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS8740682B2Game machine, program for realizing game machine, and method of displaying objects in game
Publication Date: 2014.06.03 CAPCOM CO LTD
  • US8740682B2 patent drawing
  • US8740682B2 patent drawing
  • US8740682B2 patent drawing

AI summary

A game machine is provided that displays an attack direction in a 3D virtual game space when a player character is attacked, such that the human player can readily recognize the attack direction. In the game machine that activates the player character and an enemy character that attacks the player character in a 3D virtual game space, the direction of the attack received by the player character from the enemy character is acquired based on player position information indicating the position of the player character and enemy position information indicating the position of the enemy character in the game space. Damage marks which are objects that indicate the attack direction are generated at positions corresponding to the attack direction in a player region set around the player character, and at least a part of the game space, including the player character and the damage marks, is displayed.