Game Character Control With Weapon Combination And Item Attachment

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Solution Overview

Problem

Existing game systems allow only a single player character to use weapons in a single way, limiting the variety of item usage in virtual spaces.

Innovation Solution

A game system that allows controlling a first character based on operation input and a second character automatically, enabling the first character to combine weapons with item objects for new attack actions, and allowing the second character to attach item objects to specific parts for varied attack actions, with the option to switch between modes and manage durability and energy consumption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single player character uses weapons in a single way, then the game system is simple to operate, but the variety of item usage is limited

Engineering Contradiction:
Improvevariety of item usageVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is segmented into multiple operation modes (first operation mode for weapon combination, second operation mode for item attachment) and multiple character types (first character for combination attacks, second character for attachment attacks). This segmentation allows each mode to handle specific item usage methods, increasing versatility while keeping each individual mode relatively simple to manage.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game system is designed to support multiple functions within a unified framework. The same game apparatus can switch between different operation modes and character types, allowing a single system to provide diverse item usage methods (combination attacks, attachment attacks, weapon attacks) without requiring separate systems for each function.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple operation modes and character types are introduced, then the variety of item usage increases, but the ease of operation decreases

Engineering Contradiction:
Improveitem usage varietyVSAvoidoperation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game system dynamically switches between different operation modes based on user input and game state. The first and second operation modes can be activated/deactivated as needed, and the system can transition between controlling the first character and the second character. This dynamic adaptability allows the interface to remain simple at any given moment while providing access to complex functionality when needed.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If item objects are attached to character parts, then the variety of attack actions increases, but the device complexity increases

Engineering Contradiction:
Improveattack action varietyVSAvoidsystem structure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The item attachment system is segmented into discrete attachment points on character parts (head, body, arms, legs). Each attachment point is independent and can be controlled separately through the second operation mode. This segmentation allows for precise control of item placement and enables diverse attack actions without requiring complex overall system restructuring.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12415137B2Storage medium, game system, game apparatus, and game processing method
Publication Date: 2025.09.16 NINTENDO CO LTD
  • US12415137B2 patent drawing
  • US12415137B2 patent drawing
  • US12415137B2 patent drawing

AI summary

A first character disposed is controlled based on an operation input, and a second character is controlled automatically, in a first mode. The second character is controlled based on an operation input in a second mode. The control of the first character includes at least performing an attack action using a combination weapon object generated by combining a weapon object with an item object. The control of the second character includes at least performing an attack action using an item object attached to a part of the second character.