Dynamic Weakpoint Generation for Game Objects
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Solution Overview
Problem
Computer games often feature monotonous resource gathering and static weakpoint placement, leading to a less engaging player experience and the use of cheat codes to avoid these tasks, as well as being time-consuming for game designers to create and unmodifiable during gameplay.
Innovation Solution
A method and system for dynamically generating object weakpoints based on a player's camera position and direction, using physics traces to identify and compare points on an object's surface, determining the best weakpoint location, and applying enhanced damage or effects when struck, allowing for dynamic and player-influenced weakpoint placement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If weakpoints are placed statically during game design, then game designers can pre-calculate and fix weakpoint locations, but players can memorize these fixed locations and the system becomes time-consuming to create and unmodifiable during gameplay
Solution Approach 1:
The patent implements dynamic weakpoint generation where weakpoints are not fixed in advance but are generated during gameplay based on player actions. The system calculates potential weakpoint locations in real-time using physics traces from camera position and compares surface points to determine the best weakpoint location, allowing the weakpoint system to adapt to player behavior and remain unmemorable
Solution Approach 2:
The system automatically generates weakpoints based on player interaction with objects without requiring designer intervention. When a player strikes an object, the system autonomously identifies the object, performs physics traces from the camera position, compares surface points, and generates appropriate weakpoints, making the system self-sufficient and eliminating the need for manual weakpoint placement
2Productivity
If resource gathering is made monotonous and unengaging, then players can complete tasks efficiently, but player engagement decreases and players resort to cheat codes
Solution Approach 1:
The dynamic weakpoint generation system creates varying weakpoint locations based on camera position and player actions, preventing players from memorizing patterns and maintaining engagement. Each interaction with an object can produce different weakpoint locations, making resource gathering unpredictable and more engaging while preserving efficiency
Solution Approach 2:
The system evaluates different surface points of objects and selects the best weakpoint location based on local geometric properties and camera position. This creates unique weakpoint characteristics for different objects and viewing angles, adding variety and engagement to resource gathering activities
Data Source
AI summary
Systems and methods are provided for dynamic calculation of weakpoints in objects during gameplay. A player strikes an object and a weakpoint appears somewhere on the surface of the object. If the player strikes that weakpoint, the weakpoint disappears, and the amount of damage imparted to the object is some multiple (or factor) of the normal damage imparted. The player's camera position and direction is used to find points on the surface of the object that was struck. The position and direction of the player's camera is used to ensure that the player will be able to see any weakpoint that might be created. The points on the object are recorded. The recorded points are compared against each other and the best point is chosen based on certain criteria.


