Directional Attack Prompting in Shooter Games
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Solution Overview
Problem
Current being-attacked prompts in shooter games are undiversified and provide limited information, failing to effectively convey the direction of attack to the player.
Innovation Solution
A method and apparatus that display being-attacked direction prompt information by determining the display position based on the attack direction and causing virtual weapons to jitter, enhancing user awareness of the attack direction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If traditional being-attacked prompts (red interface, health point decrease, sound) are used, then the implementation is simple, but the information provided is limited and undiversified
Solution Approach 1:
The patent adds a spatial dimension to the being-attacked prompt by displaying directional indicators at specific positions around the player's character model. Instead of only central prompts, the system places prompts at multiple locations (front, back, left, right) corresponding to the attack direction, transforming a one-dimensional information display into a multi-dimensional spatial information system that conveys both attack detection and directional information.
Solution Approach 2:
The prompt system is segmented into multiple independent display locations around the character model. Each segment (front, back, left, right positions) can independently display being-attacked information, allowing the system to provide diversified information through multiple discrete prompt locations rather than a single centralized prompt area.
2Adaptability or versatility
If multiple prompt elements are added to convey attack direction, then the information becomes more diversified, but the prompt system becomes more complex
Solution Approach 1:
Different regions around the character model serve different functions: the center displays health information, while peripheral positions (front, back, left, right) display directional attack information. Each location has its own specific quality and purpose, allowing the system to provide versatile prompt content through localized display characteristics rather than uniformly complex processing throughout.
Solution Approach 2:
The prompt system automatically determines display positions based on the attack direction relative to the character model's orientation. The system self-adjusts the prompt locations without requiring manual configuration, calculating positions based on the angle between the attack vector and the character's facing direction, thereby reducing operational complexity while maintaining versatility.
3Measurement precision
If being-attacked direction is indicated through multiple display positions, then user awareness of attack direction improves, but the processing requirement increases
Solution Approach 1:
The system calculates prompt positions for all eight directions (front, back, left, right, and intermediate positions) but only activates the specific position corresponding to the actual attack direction. This partial action approach pre-calculates all possible positions but only renders the necessary one, providing precise directional indication while avoiding the excessive processing of calculating and rendering all positions simultaneously.
Data Source
AI summary
A method and an apparatus includes prompting that a virtual object is attacked. The method includes: displaying a user interface (UI) including a target virtual object located in a virtual environment. A being-attacked direction of the target virtual object is obtained. A display position of the being-attacked direction prompt information is obtained according to the being-attacked direction. The being-attacked direction prompt information is used for indicating the being-attacked direction. The being-attacked direction prompt information is displayed in the UI according to the display position. The being-attacked direction is prompted, and content of the being-attacked prompt is diversified.


