Video Game Enemy Character Generation via Dynamic Data Segmentation
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Solution Overview
Problem
Conventional video game systems require large amounts of management data to handle a variety of enemy characters with different parameters in battle scenes, leading to data management inefficiencies.
Innovation Solution
A video game processing apparatus that determines a basic character and generates enemy characters by setting up additional data, such as strength levels and equipment, allowing for varied enemy encounters without the need for extensive management data, using a basic character determiner, additional data determiner, and enemy character generator.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a variety of enemy characters with different parameters are managed using conventional fixed parameter systems, then battle scene variations are increased, but the amount of management data becomes enormous
Solution Approach 1:
The enemy character data is segmented into two distinct parts: basic character data (stored in advance) and additional data (generated at battle start). This segmentation allows the system to maintain only essential base information while creating variations through dynamic combination, significantly reducing the total data storage requirement while preserving battle scene diversity.
Solution Approach 2:
The basic character data is prepared and stored in advance, but the complete enemy character configuration is not finalized until battle start. This preliminary action allows the system to have ready-to-use base templates without committing to specific variations, enabling efficient data management while maintaining flexibility for diverse battle scenarios.
2Device complexity
If fixed parameter data is used for enemy characters, then data management is simplified, but the variety of enemy characters that can appear in battle is limited
Solution Approach 1:
The enemy character parameters transition from static fixed values to dynamic generated values at battle start. The system maintains simple fixed basic character data structures but dynamically determines additional parameters like strength levels and equipped items based on battle context, achieving both management simplicity and character variety.
Solution Approach 2:
The system changes the parameter determination approach from fixed pre-defined values to dynamically generated values based on basic character templates. By modifying how parameters are assigned (from static to dynamic generation), the system achieves diverse enemy characters without increasing data management complexity.
Data Source
AI summary
A video game processing apparatus for controlling progress of a video game is provided. The video game includes a battle against an enemy character. A basic character that becomes a basis for the enemy character is determined when the battle is started. Additional data on items are determined. The items are allowed to set up to the determined basic character. The items include at least one of an equipping ability, an equipped item, and an equipped accessory in addition to a strength level on the battle and a level on the video game. The enemy character is then generated by setting up the determined additional data to the determined basic character. Basic character data in which the basic character to become the basis for the enemy character is associated with the items of the additional data are stored in a basic data memory.


