Game Battle Control With Dynamic Manual and Automatic Modes
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Solution Overview
Problem
Conventional games with character battles lack variety in battle methods, limiting player engagement and operability.
Innovation Solution
Implementing a game system that allows battles to be performed in multiple modes, including a command mode where player inputs control battles and an automatic mode where the sub character operates autonomously, with options for automatic movement and battle initiation based on player inputs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a battle by another method is enabled in addition to command-based battle, then variations of battle are increased, but device complexity increases
Solution Approach 1:
The system dynamically switches between command-based battle mode and automatic battle mode based on the presence of enemy characters. When enemies are detected, the system transitions to automatic battle mode where the sub-character autonomously engages enemies, and when no enemies are present, it returns to command-based mode for exploration and item collection, providing battle variations without requiring complex manual controls in all scenarios
Solution Approach 2:
The sub-character is equipped with automatic battle capability that allows it to independently engage and defeat enemy characters without player intervention. The system automatically detects enemies, initiates battles, and executes attack commands, enabling the sub-character to serve itself in combat situations and reducing the operational burden on the player
2Loss of time
If automatic control is started after battle by second mode ends, then time and effort for player operation is omitted, but control precision decreases
Solution Approach 1:
The system implements dynamic control mode switching where the sub-character operates in automatic mode during enemy encounters to save player time and effort, but transitions to manual command-based control when no enemies are present, allowing the player to maintain precision control for exploration, item collection, and strategic decisions
3Ease of operation
If second operation input is required for each automatic battle with multiple enemies, then battle control is precise, but ease of operation decreases
Solution Approach 1:
The sub-character is designed with autonomous battle capability that allows it to automatically detect and engage multiple enemy characters without requiring repeated player inputs. Once the player initiates automatic battle mode, the sub-character independently manages the entire combat sequence against multiple enemies, significantly improving ease of operation during multi-enemy encounters
Data Source
AI summary
An example of an information processing system moves a player character on a field, based on a movement operation input. The information processing system causes a sub character on the field, based on a first operation input. When an enemy character is placed at a location where the sub character is caused to appear, the information processing system controls a battle by a first mode in which the battle proceeds based on an operation input. When the enemy character is not placed at the location, the information processing system starts automatic control of automatically moving the sub character. The information processing system moves the sub character, based on a second operation input, and when the enemy character is placed at a location of a designation, the information processing system controls a battle by a second mode in which the battle automatically proceeds.


