Game Character Bunker Interaction Control Logic
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Solution Overview
Problem
Current third-person games have relatively simple game character behaviors due to a lack of interaction with environmental objects, leading to a less immersive tactical shooting experience.
Innovation Solution
A game control method and apparatus that allows the game character to interact with environmental objects, such as bunkers, by determining the distance and angle between the character and occlusion surfaces, enabling the character to move into occlusion areas and adjust postures based on bunker types, thereby enhancing gameplay interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If the game character's behavior is designed only for itself without environmental interaction, then the control logic is simple, but the game character behavior becomes relatively simple and lacks immersion
Solution Approach 1:
The patent introduces environmental objects (bunkers, occlusion surfaces) as intermediaries between the game character and the game world. These objects mediate the character's behavior by providing occlusion opportunities, which enrich the character's tactical options without requiring complex internal state management. The intermediary objects carry the complexity of environmental interaction while keeping the character's control logic relatively simple.
Solution Approach 2:
The patent adds a spatial dimension to game character behavior by introducing occlusion-based tactics. Instead of only horizontal movement and combat, the character can now utilize vertical and depth dimensions by hiding behind bunkers, peeking, and emerging. This dimensional addition enriches behavior complexity while maintaining straightforward control mechanisms.
2Adaptability or versatility
If the game character interacts with environmental objects like bunkers, then the game character behavior becomes more rich and immersive, but the calculation of distance and angle and the control logic become more complex
Solution Approach 1:
The patent implements self-service by having the game engine automatically calculate distances and angles between the character and occlusion surfaces, and automatically determine appropriate postures based on bunker types. The system serves itself by computing these parameters without requiring manual intervention or complex player input, thereby reducing the perceived control logic complexity while maintaining rich behavioral interactions.
Solution Approach 2:
The patent utilizes parameter changes by dynamically adjusting the character's posture parameters based on the bunker type parameters. When the character approaches a bunker, the system changes parameters such as distance, angle, and posture type (standing, crouching, prone) automatically. This parameter-driven approach simplifies control logic by using predefined parameter mappings rather than complex conditional rules.
3Adaptability or versatility
If the character automatically adjusts posture based on bunker type, then the interaction realism is improved, but the real-time calculation and response time increase
Solution Approach 1:
The patent applies preliminary action by pre-defining posture configurations for different bunker types (high bunker, low bunker, medium bunker). Instead of calculating optimal postures in real-time, the system has pre-computed appropriate postures stored in the game data. When the character approaches a bunker, the system simply retrieves and applies the pre-determined posture, significantly reducing calculation time while maintaining interaction realism.
Solution Approach 2:
The patent uses parameter changes by mapping bunker type parameters directly to character posture parameters through predefined relationships. The system changes discrete parameters (bunker height category → character posture category) rather than performing continuous optimization calculations. This discrete parameter mapping approach enables rapid real-time responses while achieving realistic interaction effects.
Data Source
AI summary
A game control method is provided. The method comprises: acquiring the distance between a game character and a shielding face, and an included angle between the orientation of the game character and a vertical line of the shielding face; displaying a bunker-entering control on a graphical user interface when the distance is smaller than or equal to a first preset distance and the included angle is smaller than or equal to a preset included angle; and in response to a selection operation for the bunker-entering control, controlling the game character to move to a shielding area corresponding to the shielding face, such that a bunker shields the game character.


