Dynamic Non-Player Object Orientation in 3D Flight Games

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Solution Overview

Problem

Flight simulation games lack variety and amusement as players simply fly towards ring-shaped objects in a virtual three-dimensional space, making the game experience monotonous and lacking in challenge.

Innovation Solution

A computer-readable storage medium with a display control program that places a player object and a non-player object in a virtual three-dimensional space, allowing the player object to move based on input and orienting a predetermined plane of the non-player object to face the player object, reducing the difficulty of collision or passage and enhancing game amusement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player object simply flies towards fixed ring-shaped objects, then the game objectives are clear and easy to understand, but the game becomes monotonous and lacks variety

Engineering Contradiction:
Improveease of understanding game objectivesVSAvoidgame variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The ring-shaped objects are made dynamically repositionable and rotatable during gameplay. The objects change their positions and orientations in response to player actions, transforming the static target acquisition into a dynamic interaction that maintains clarity of objective while adding variety and adaptability to the game experience

Inventive Principle:
Principle #15Dynamics

2Measurement precision

If the player object must precisely aim at fixed positions to acquire rings, then the game has clear target acquisition mechanics, but the game becomes too difficult and frustrating

Engineering Contradiction:
Improvetarget acquisition precisionVSAvoidgame difficulty
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The target objects dynamically adjust their positions and orientations during gameplay, allowing players to acquire rings through various flight paths and maneuvers rather than requiring precise aiming at fixed positions. This reduces frustration while maintaining clear target acquisition mechanics

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system pre-positions multiple ring-shaped objects in the three-dimensional space before gameplay begins, providing players with multiple target options and alternative acquisition paths, thereby reducing the difficulty of precise aiming while maintaining clear game objectives

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If the player object can freely fly in three-dimensional space, then the game has high freedom and exploration value, but the player cannot effectively interact with target objects

Engineering Contradiction:
Improveflight freedomVSAvoidinteraction effectiveness
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The ring-shaped objects are equipped with detection mechanisms that actively monitor player proximity and movement. When players approach within a certain distance, the objects trigger acquisition events, enabling effective interaction while preserving free three-dimensional flight exploration

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system provides feedback to players about their proximity to ring-shaped objects and acquisition status. This feedback mechanism guides players' free flight movements toward target objects, maintaining both flight freedom and interaction effectiveness

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10173137B2Computer-readable storage medium having display control program stored therein, display control apparatus, display control system, and display control method
Publication Date: 2019.01.08 NINTENDO CO LTD
  • US10173137B2 patent drawing
  • US10173137B2 patent drawing
  • US10173137B2 patent drawing

AI summary

First, at least a player object and a non-player object are placed in a virtual three-dimensional space. Next, the player object is moved based on an input from predetermined operation means. Subsequently, current position data is obtained which indicates the current position, in the virtual three-dimensional space, of the player object which has been moved. Based on the current position data, the orientation of the non-player object is controlled such that a predetermined plane of the non-player object faces the current position of the player object.