Game Character Operation Locking via Segmented Unlocking
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Solution Overview
Problem
Current hard-straight mechanisms in games, such as MOBA and action games, cause stiff operation experiences and abrupt screen changes due to time delays and network fluctuations, leading to poor user interaction.
Innovation Solution
A method where a game client executes a preset game event and locks/unlocks specific operations based on client-determined and server-determined unlocking moments, improving operation smoothness and fairness by reducing time delays and network synchronization issues.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a hard-straight mechanism is implemented to prevent operations during skill release, then operation control is ensured, but user operation experience becomes stiff and abrupt screen changes occur
Solution Approach 1:
The patent segments the operation locking mechanism into different locking levels. A first operation is locked during skill release, while a second operation is unlocked but still restricted by a second locking condition. This segmentation allows differentiated operation control, enabling smooth screen transitions while maintaining necessary operation restrictions, thus resolving the contradiction between reliability and ease of operation.
Solution Approach 2:
The patent implements dynamic operation locking where the locking state is not fixed but changes based on real-time conditions. The second operation is unlocked when a second condition is met, allowing dynamic adjustment of operation availability. This dynamic mechanism prevents abrupt screen changes and improves operation experience while maintaining control reliability.
2Reliability
If operation locking is implemented to prevent cheating, then game fairness is maintained, but time delays and network fluctuations cause abrupt changes
Solution Approach 1:
The patent employs feedback mechanisms where the server sends unlocking instructions to the client based on real-time game state conditions. The client receives feedback about whether to unlock operations and adjusts accordingly. This feedback loop ensures synchronization between server and client, reducing time delays and network fluctuation impacts while maintaining game fairness.
Solution Approach 2:
The patent implements preliminary locking of operations before skill release is completed. The first operation is locked in advance, and the second operation is locked with a preliminary condition. This preliminary action ensures that operations are restricted before any potential cheating can occur, while the structured unlocking process minimizes synchronization delays.
3Reliability
If all operations are locked during skill release, then operation control is ensured, but screen transitions become abrupt and user experience deteriorates
Solution Approach 1:
The patent segments operations into at least two types with different locking strategies. The first operation is locked during skill release, while the second operation is unlocked under specific conditions. This segmentation allows the screen to transition smoothly as different operations become available at different times, improving visual experience while maintaining operation control reliability.
Solution Approach 2:
The patent implements dynamic unlocking where operations become available based on real-time conditions rather than being locked throughout the entire skill release duration. The second operation is unlocked when a second condition is met, allowing dynamic adjustment that prevents abrupt screen changes and improves user experience.
Data Source
AI summary
A method for controlling a game character, a storage medium and an electronic device are provided, the method for controlling a game character includes: executing, by a client, a preset game event in response to determining that a start instruction of the preset game event sent by a server is received, and locking a first type operation and a second type operation for the game character; unlocking, by the client, the first type operation, in response to determining that an unlocking moment of the first type operation in the preset game event is reached; unlocking, by the client, the second type operation, in response to determining that an unlocking instruction of the second type operation is received, wherein the unlocking instruction of the second type operation is sent by the server at an unlocking moment of the second type operation.


