Game Character Air Jump Control via Distinct Acceleration Modes
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing game technologies offer a simplistic form of air jump, which limits user experience by not providing distinct acceleration modes compared to ground jumps, making air jumps less engaging and varied.
Innovation Solution
A character jump control method that differentiates air jumps from ground jumps by implementing various acceleration modes, allowing air jumps to be performed from a first starting jump height during a free fall, with types such as catapult, smooth, floating, and teleport jumps, each with unique acceleration characteristics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If air jump is implemented as a repetition of ground jump, then the implementation is simple, but the user experience is reduced
Solution Approach 1:
The patent applies parameter changes by modifying the acceleration mode parameter to differentiate air jump from ground jump. Specifically, the air jump uses a second acceleration mode with a second acceleration value that differs from the first acceleration value used in ground jumps. This parameter differentiation creates distinct movement characteristics and improves user experience while maintaining implementation feasibility.
2Device complexity
If air jump uses the same acceleration mode as ground jump, then the control mechanism is simple, but the jump forms are not varied
Solution Approach 1:
The patent introduces different acceleration modes as a parameter change mechanism. The air jump employs a second acceleration mode with a second acceleration value, distinct from the first acceleration mode used in ground jumps. This parameter differentiation enables varied jump forms (such as catapult jump, smooth jump, floating jump, and teleport jump) without significantly complicating the control mechanism.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enhances user experience by providing richer and more varied air jump forms, distinct from ground jumps, thereby improving gameplay interaction and engagement.
Implementation Method 1
during a free fall of the virtual character in performing a ground jump
Implementation Method 2
during a free fall of the virtual character in performing a ground jump
Implementation Method 3
the ground jump and the air jump are of jump types with different acceleration modes
Data Source
AI summary
A character jump control method and apparatus in a game, a terminal device and a storage medium are disclosed. The character jump control method in a game includes: displaying a jump control in the graphical user interface; and controlling the virtual character to perform a jump operation corresponding to an air jump from a first starting jump height in response to a received trigger operation for the jump control during a free fall of the virtual character in performing a ground jump, where the first starting jump height may be a current height of the virtual character in the game scene when the trigger operation is received, and the ground jump and the air jump are of jump types with different acceleration modes.


