Video Game Character Segmentation for Dynamic Armor Damage
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Solution Overview
Problem
Conventional video game processing apparatuses lack the ability to create scenarios where an enemy character's armor is broken, allowing the player to attack the character's internal body, resulting in limited battle method variations and reduced player interest.
Innovation Solution
A video game processing apparatus that includes multiple object information management, damage specification, and display control, allowing for the representation of a character as multiple layers with protected and vulnerable parts, enabling dynamic damage distribution and display changes based on the character's state.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the enemy character is divided into multiple regions with separate parameters, then the control precision of different body parts is improved, but the battle method variation remains poor because only visible appearance regions can be targeted
Solution Approach 1:
The enemy character is segmented into multiple independent regions including both visible appearance regions and invisible internal regions. Each region is assigned separate parameters (health points, armor values) enabling independent damage calculation and state tracking. This segmentation allows the system to track both external appearance and internal structure separately.
Solution Approach 2:
The patent extends the character model from a single visible surface dimension to multiple dimensions by adding invisible internal regions that cannot be directly observed on the game screen. This dimensional expansion includes hidden body parts, internal organs, and structural components that exist beyond the visual appearance, enabling new attack vectors and battle strategies.
2Ease of operation
If only visible appearance regions are used as targets, then the ease of operation for players is improved, but the battle method variation is limited
Solution Approach 1:
The system performs preliminary actions by providing visual indicators or hints that guide players toward invisible internal regions that need to be attacked. These preliminary cues may include highlighting affected areas, showing damage propagation paths, or indicating vulnerable internal components, making the complex multi-dimensional attack system accessible to players.
Solution Approach 2:
The patent introduces intermediary visual elements that mediate between the player's visible actions and the invisible internal damage system. These intermediaries include damage indicators, health bars for internal regions, and visual feedback mechanisms that translate invisible state changes into observable effects, bridging the gap between simple player input and complex internal processing.
3Adaptability or versatility
If the character model includes invisible internal regions, then the battle method variation is improved, but the device complexity increases
Solution Approach 1:
The patent merges the management of visible and invisible regions into a unified character data structure and processing framework. The same parameter management, damage calculation, and state update mechanisms handle both appearance regions and internal regions, reducing the need for separate complex subsystems and simplifying the overall architecture despite the increased number of regions.
Solution Approach 2:
The system uses template-based copying to generate multiple regions efficiently. Instead of manually configuring each invisible internal region, the patent employs reusable templates for body parts, organs, and structural components that can be instantiated and positioned automatically, significantly reducing the complexity of setting up complex multi-dimensional character models.
Data Source
AI summary
Multiple object information, in which first kind of object information indicating information on a first kind of object is associated with second kind of object information indicating information on a second kind of object, is stored in a multiple object information memory. The second kind of object is an object protected against a damage by means of the first kind of object. Multiple objects constructed by the first and second kinds of objects are displayed on a game screen on the basis of the multiple object information stored in the multiple object information memory. A damage cause indicating a cause of the damage that the displayed multiple objects receives is specified. At least the damage, which the second kind of object receives, is specified on the basis of the specified damage cause and a state of the first kind of object in the video game.


