Game Camera Control for Character Visibility

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Solution Overview

Problem

In games with multiple characters, it is challenging to maintain all characters within a predetermined display area, leading to difficulties in game progress when important characters move out of the visible area.

Innovation Solution

A program that identifies a specific character and adjusts drawing parameters to ensure at least one preferential display character remains within a predetermined display area, determining this by evaluating the movement commonality among non-specific characters and prioritizing their display based on velocity vectors.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the virtual camera is controlled to display all characters, then the player can visually recognize all characters, but it becomes difficult to confine all characters within a predetermined display area

Engineering Contradiction:
Improvecharacter visibilityVSAvoiddisplay area
Core Design Contradiction:
ReliabilityVSArea of stationary object

Solution Approach 1:

The system dynamically changes the camera parameters (position, angle, zoom level) based on the calculated preferential display character and movement commonality of other characters. This allows the display area and camera view to be optimized for the most important character while still providing context about other characters' positions and movements.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system applies different display priorities to different characters based on their importance and movement patterns. The preferential display character receives focused attention in the optimal position, while other characters are displayed according to their movement commonality and relative importance, creating a hierarchical display quality that resolves the contradiction between showing all characters and maintaining a manageable display area.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If a character moves out of the predetermined display area, then the character can move freely in the virtual world, but game progress becomes difficult for the player

Engineering Contradiction:
Improvecharacter movement freedomVSAvoidgame progress continuity
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system continuously monitors character positions, movement velocities, and directions, calculating movement commonality in real-time. This feedback mechanism allows the camera to dynamically adjust and keep the preferential display character within the display area, ensuring game progress continuity while allowing other characters to move freely according to their autonomous behaviors.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system proactively identifies the preferential display character and adjusts the camera position before the important character moves out of the display area. By predicting character movements and pre-adjusting the camera view, the system ensures that the key character remains visible, preventing game progress interruptions while maintaining character movement freedom.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If the virtual camera follows the specific character, then the specific character remains visible, but other characters may move out of the display area

Engineering Contradiction:
Improvespecific character visibilityVSAvoidother characters visibility
Core Design Contradiction:
ReliabilityVSLoss of information

Solution Approach 1:

The system applies partial attention to different characters based on their importance. The preferential display character receives full attention and optimal positioning, while other characters receive partial attention based on their movement commonality. This selective focus ensures the specific character remains visible while maintaining situational awareness of other characters, resolving the contradiction between specific character visibility and overall scene information.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9545579B2Medium, system, method and information processing device
Publication Date: 2017.01.17 NINTENDO CO LTD
  • US9545579B2 patent drawing
  • US9545579B2 patent drawing
  • US9545579B2 patent drawing

AI summary

An information processing device is configured to execute: performing game processing including movement of a plurality of characters in a virtual world; specifying one character as a specific character on the basis of predetermined conditions; judging whether there is commonality in movement of a plurality of non-specific characters other than the specific character; determining at least one of the characters for which it has been judged that there is commonality, as a preferential display character; and adjusting drawing related parameters so that the preferential display character is located in a predetermined area of a display image.