Dual Input Section for Independent Player Movement and Shooting Control
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Solution Overview
Problem
Conventional game apparatuses that execute shooting games based on a third-person viewpoint often require players to change both the moving direction and shooting direction simultaneously, making it difficult to control the movement of a player object independently from its shooting direction.
Innovation Solution
An information processing apparatus using an input device with a first and second input section, where the first section sets the movement direction of a player object and the second section sets an action direction, such as a shooting direction, allowing independent control of these directions through different input mechanisms, and displaying images from different virtual cameras on separate or integrated display areas.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a single input section is used to control both moving direction and shooting direction, then the device complexity is reduced, but the ease of operation deteriorates because the player cannot control movement independently from shooting direction
Solution Approach 1:
The input device is divided into two separate input sections: a first input section for controlling the moving direction of the player object, and a second input section for controlling the shooting direction. This segmentation allows independent control of movement and shooting directions, resolving the contradiction by enabling separate control without requiring a single complex input mechanism.
2Adaptability or versatility
If the moving direction and shooting direction are changed in conjunction with each other, then the device complexity is reduced, but the ease of operation deteriorates because the player cannot change only the shooting direction
Solution Approach 1:
The control system is segmented into two independent control channels: one for movement direction and another for shooting direction. This allows the player to adaptively control each aspect separately, enabling scenarios where only shooting direction needs to change while movement remains constant, thereby improving versatility and ease of operation.
Solution Approach 2:
The control system dynamically responds to input from either the first or second input section independently. When the first input section is activated, only movement direction changes; when the second input section is activated, only shooting direction changes. This dynamic independence allows flexible adaptation to different gameplay situations.
3Ease of operation
If separate input sections are used for movement direction and shooting direction, then the ease of operation is improved, but the device complexity increases
Solution Approach 1:
The input device is divided into two separate input sections with distinct functions. This segmentation improves ease of operation by allowing independent control of movement and shooting directions, while the complexity is managed by keeping each input section relatively simple in its own right.
Solution Approach 2:
Both input sections are integrated into a single input device that can serve multiple functions. The first input section controls movement, while the second input section controls shooting direction. This multi-functionality approach allows the device to provide separate control capabilities without requiring entirely separate devices, thereby limiting the increase in overall complexity.
Data Source
AI summary
An input from an input device including a first input section and a second input section is received. A direction of movement of a player object is set based on the input from the first input section, and a direction relating to an action of the player object other than the movement is set based on the input from the second input section. Further, an image taken by a first virtual camera is displayed on a first display area, based on the direction of movement of the player object, and an image taken by a second virtual camera is displayed on a second display area, based on the direction relating to the action of the player object other than the movement. The first virtual camera and the second virtual camera are present in the same virtual space, and take images from different positions and/or different directions in the virtual space.


