Game Control Device Directional Feint Motion Selection

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Solution Overview

Problem

Conventional soccer games require complex operations to perform desired feint motions and users struggle to control the direction of feint motions accurately.

Innovation Solution

A game control device and system that includes direction obtaining, motion data selection, and user character control means to allow users to perform desired motions and feint motions by designating directions, with motion data correlated to relative directions, enabling simple and intuitive control.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional operation methods are used to control user character motions, then the user can perform basic movements, but the operation becomes complicated when trying to execute desired feint motions among multiple types

Engineering Contradiction:
Improveease of motion controlVSAvoidoperation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The motion control system segments different motion types (movement motion, feint motion, pass motion, shoot motion) into distinct categories. Each motion type is stored as separate motion data with unique identifiers. The control unit selectively reproduces only the required motion data based on the operation type, avoiding the complexity of handling all motion types through a single complex control mechanism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Multiple kinds of motion data are prepared and stored in advance in the storage unit. The motion data includes pre-defined movement motions, feint motions, pass motions, and shoot motions. When the user performs an operation, the control unit retrieves the pre-prepared motion data corresponding to the desired motion type, eliminating the need for complex real-time computation or multiple sequential operations.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If the user performs direction designating operations to control user character movement, then the user can move the character in desired directions, but cannot accurately control the direction of feint motions

Engineering Contradiction:
Improvedirection control precisionVSAvoidfeint motion control difficulty
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The motion data is organized with local quality differentiation - each motion type (movement, feint, pass, shoot) has its own dedicated data structure with specific directional characteristics. The feint motion data includes predetermined directions (forward, backward, left, right) that are locally optimized for feint motion execution. This allows accurate directional control for feint motions without requiring the user to understand complex directional relationships.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The control unit acts as an intermediary between the user's simple direction designating operation and the complex motion execution. When the user inputs a direction for feint motion, the control unit translates this simple input into the appropriate pre-defined motion data, mediating between the user's intuitive control and the precise motion reproduction to achieve accurate directional control.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9616332B2Game control device, system, and method of causing a user character to perform a desired motion among a plurality of kinds of motion
Publication Date: 2017.04.11 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US9616332B2 patent drawing
  • US9616332B2 patent drawing
  • US9616332B2 patent drawing

AI summary

A game control device includes a direction obtaining unit, a motion data selection unit, and a user character control unit. In a case where a direction designating operation is performed by a user, the direction obtaining unit obtains a relative direction of the direction designated through the direction designating operation relative to the forward direction of a user character. The motion data selection unit selects any of motion data correlated to a type to which the relative direction obtained by the direction obtaining unit belongs from among the motion data stored in a unit that stores a type of a relative direction relative to the forward direction of the user character and a plurality of kinds of motion data so as to be correlated to each other. The user character control unit causes the user character to perform a motion in accordance with the selected motion data.