Game Character Path Switching for High-Speed Movement Control
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Solution Overview
Problem
Existing game machines with three-dimensional graphics struggle to allow players to accurately control characters moving at high speeds in virtual spaces, often resulting in collisions with obstacles or holes, leading to spoiled gameplay experiences due to limited path movement options and precision issues with direction input.
Innovation Solution
A game machine that sets multiple paths in parallel within a virtual three-dimensional space, allowing players to move their characters between paths using special movement inputs, enabling emergency path changes to avoid obstacles and enhance gameplay experience by providing more control over movement paths.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the character moves at high speed in a single path region, then the game progresses quickly and the player enjoys speedy representation, but the player may make operational mistakes such as falling into holes or contacting enemies due to inaccurate direction input
Solution Approach 1:
The virtual space is divided into multiple parallel path regions (first path region, second path region, third path region, etc.) that are arranged side by side. Each path region contains a sequence of points that defines a specific movement route. This segmentation allows the character to be confined to a specific path during high-speed movement, preventing operational mistakes while maintaining speed.
Solution Approach 2:
A path selection flag is introduced as an intermediary mechanism to control which path region the character should move to. When the player operates the controller, the system determines the appropriate path based on the flag rather than directly controlling the character's position. This intermediary reduces the complexity of direct position control and improves movement reliability.
2Adaptability or versatility
If multiple paths are set in parallel in the virtual three-dimensional space, then the player can choose different movement routes and avoid obstacles, but the device complexity increases due to the need to manage multiple path regions and selection mechanisms
Solution Approach 1:
Each path region is assigned specific local characteristics, such as containing particular sequences of points that define unique movement routes. The first path region, second path region, and third path region each have their own designated paths with different spatial coordinates. This local quality differentiation provides path diversity without requiring a completely complex global path management system.
Solution Approach 2:
The path selection flag dynamically changes based on player input and game conditions. The system can switch between different path regions (first, second, third path regions) in real-time based on operational signals from the controller. This dynamic switching mechanism provides adaptability while keeping the underlying path structure manageable.
Data Source
AI summary
In a game where a character is moved at a high speed to a goal along a path that is set in a virtual three-dimensional space, an operation mistake is better prevented in a movement operation of the character. A plurality of paths where the character moves are set in parallel in the virtual three-dimensional space. Game control means includes path information storing means for storing a coordinate position and a directional vector that are given to each point of a sequence of points arranged in each of the paths. Additionally, the position coordinate of the character moving in one of the paths is calculated based on the information stored in the path information storing means. A game machine includes a special movement process means for moving, when a special movement input signal is input from a controller pad operated by a player, the character from the path where the character is currently moving to a position coordinate in the virtual three-dimensional space of an adjacent path, by referring to position coordinates of the sequence of points stored in the path information storing means.


