Game Control Method for Dynamic Skill Range Adjustment
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Solution Overview
Problem
Current card battle games limit player interaction as virtual objects perform actions automatically once placed in the battle area, with players having limited control over skill applications and resource management.
Innovation Solution
A game control method that allows players to display and adjust the apply range and indicator of skills in a virtual scene, enabling manual application of skills and resource management through intuitive operations like dragging and releasing, and adjusting the action range based on operation instructions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If virtual objects perform actions automatically once placed in the battle area, then the game operation is simple and fast, but player control over skill applications is limited
Solution Approach 1:
The patent implements a dynamic control system where the degree of automation changes based on player interaction. When players drag skill controls to target areas, the system transitions from automatic execution to manual positioning, allowing continuous adjustment of the action range. This dynamic mechanism resolves the contradiction by providing both automatic execution (for simplicity) and manual adjustability (for control) within the same system.
Solution Approach 2:
The system displays the action range indicator before the skill is actually executed, allowing players to preview and adjust the effect area in advance. This preliminary display enables players to make informed decisions about skill placement and range adjustment, bridging the gap between simple automatic execution and complex manual control.
2Adaptability or versatility
If players can adjust action range of skills, then player engagement and control are improved, but the operation complexity increases
Solution Approach 1:
The patent replaces complex mechanical adjustment mechanisms with a visual drag-and-drop interface. Instead of requiring players to navigate multiple menus or configure parameters, the system uses direct manipulation of visual indicators on the game screen. This substitution maintains the functionality of range adjustment while dramatically simplifying the user interface and interaction complexity.
Solution Approach 2:
The system creates a visual copy (indicator) of the skill's action range that mirrors the actual effect area. Players interact with this indicator by dragging it to adjust the range, and the indicator provides immediate visual feedback about the skill's effect area. This copying mechanism simplifies complex range adjustment operations into intuitive visual manipulation.
3Device complexity
If the action range of skills is fixed, then the system is simple to implement, but player interaction intelligence is limited
Solution Approach 1:
The system implements dynamic range adjustment where the skill action range is no longer fixed but can be modified by player input. The indicator visualizes the adjustable range, and players can drag the indicator to expand or contract the effect area. This transforms the system from a static, simple implementation to a dynamic, intelligent interaction system that adapts to player intentions.
Solution Approach 2:
The system provides real-time visual feedback through the indicator that shows the current action range as players drag it. This feedback loop allows players to see the immediate effect of their adjustments and make precise control decisions. The feedback mechanism enhances interaction intelligence by enabling players to understand and control the skill's effect area without complex configurations.
Data Source
AI summary
Disclosed are a game control method, an electronic device and a computer-readable storage medium. In response to a first operation on an object control in a virtual scene, a virtual object corresponding to the object control is displayed in an object display area in a battle area of the virtual scene, and a skill control is displayed in a control display area where the object control is placed. In response to a second operation on the skill control, an apply range and an indicator of a first target skill corresponding to the skill control are displayed in the battle area, and the virtual object is controlled to apply the first target skill in accordance with the indicator.


