Evacuation Area Map Marking for Faster TPS Mission Progress
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Solution Overview
Problem
Players in TPS games face slow game progress and low human-computer interaction efficiency due to the time-consuming process of finding fixed evacuation areas by memory or exploration, leading to prolonged game times.
Innovation Solution
An information processing method and apparatus that generates target areas in the virtual scene with orientation marks and adjusts display parameters based on area state information, enabling players to quickly locate and evacuate from these areas.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If players rely on memory or exploration to find fixed evacuation areas, then the game maintains challenge and immersion, but game progress becomes slow and human-computer interaction efficiency is low
Solution Approach 1:
The patent introduces an intermediary system (UI interface with scene map control and area mark control) that mediates between the player and the evacuation area location. The scene map control displays position marks indicating evacuation area locations, while the area mark control provides detailed status information. This intermediary system eliminates the need for players to rely solely on memory or exploration, directly resolving the contradiction by providing efficient location guidance without completely removing the game challenge.
Solution Approach 2:
The patent implements feedback mechanisms where the UI interface continuously provides information about evacuation area status to players. The area mark control displays real-time status information (such as whether the area is active, occupied, or unavailable), allowing players to make informed decisions about which evacuation area to choose. This feedback system improves evacuation efficiency by preventing players from wasting time on unavailable areas, thus reducing overall game time while maintaining strategic decision-making.
2Productivity
If the system provides detailed real-time information about evacuation areas, then interaction efficiency improves, but information processing complexity increases
Solution Approach 1:
The patent segments the information display system into two distinct components: the scene map control and the area mark control. The scene map control provides spatial overview and position marks for multiple evacuation areas, while the area mark control provides detailed status information for selected areas. This segmentation allows the system to provide comprehensive real-time information without overwhelming the player with a single complex interface, thus improving evacuation speed while managing interface complexity through functional division.
Solution Approach 2:
The patent adds a new dimension to the interface by introducing the area mark control as a separate information layer. Instead of cluttering the scene map with all possible information, the system uses the area mark control to provide detailed status information in a different dimension (separate control element). This dimensional separation allows comprehensive information delivery while maintaining interface clarity, resolving the contradiction between productivity and device complexity.
Data Source
AI summary
An in-game information processing method an electronic device, and a storage medium are provided. The method includes: in response to current virtual battle mission meeting preset condition, controlling generation of at least one target area in virtual scene; generating at least one corresponding position mark, in a position corresponding to orientation information in the scene map corresponding to scene map control, and generating at least one area mark control corresponding to the at least one target area in control interface, according to orientation information of the at least one target area in the virtual scene; in response to activation behavior of virtual object in the target area, adjusting display parameter of the area mark control according to obtained current area state information; in response to evacuation behavior of the virtual object in the target area, determining that the virtual object has completed evacuation from the target area.


