Game Control Program Vitality Parameter Segmentation
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Solution Overview
Problem
Conventional game control programs for vitality parameters in computer games lack variety and realism, limiting game flow and player engagement.
Innovation Solution
A game control program that differentiates damage types into ineffective and effective damage, allowing for gradual recovery of ineffective damage over time and integrating attack power parameters to diversify game progress, along with features like hero points and attack power adjustments based on player input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If simple increase and decrease control on vitality parameter is used, then the control mechanism is simple, but the variety of game flows is limited and lacks sense of reality
Solution Approach 1:
The damage to vitality parameter is segmented into two distinct types: ineffective damage (which recovers over time) and effective damage (which permanently reduces vitality). This segmentation allows the game to track and respond to different damage scenarios separately, enabling more varied game flows and realistic combat dynamics without requiring an overly complex overall control mechanism.
Solution Approach 2:
The system changes the parameter state by introducing a temporal dimension to damage through the ineffective damage mechanism. Damage is no longer a static reduction but a dynamic parameter that can change over time (recovering from ineffective damage or being confirmed as effective damage). This parameter transformation diversifies game flow while maintaining manageable control complexity.
2Productivity
If all damage is treated as effective damage immediately, then the vitality parameter decreases rapidly, but the player lacks opportunity for recovery and strategic planning
Solution Approach 1:
The ineffective damage mechanism serves as a cushion before final vitality reduction. When the player receives damage, it is initially classified as ineffective damage, providing a buffer period during which the player can recover or strategize. This cushioning effect prevents immediate and irreversible vitality loss, giving players breathing room while still maintaining game progression.
Solution Approach 2:
The system performs preliminary classification of damage as ineffective before it becomes effective. This preliminary action allows the game to prepare for potential vitality reduction by tracking ineffective damage separately, enabling the player to take recovery actions during the transition period. The damage confirmation to effective status acts as a preliminary warning before final vitality impact.
3Duration of action of moving object
If the game continuously processes offense and defense without pause, then the game flow is continuous, but the player lacks time for composure and strategic thinking
Solution Approach 1:
The ineffective damage recovery mechanism introduces periodic action into the game flow. Instead of continuous vitality reduction, the system implements periodic recovery checks where ineffective damage is converted to effective damage at intervals. This periodic action creates natural pauses in the combat rhythm, giving players time to compose themselves and plan strategies while maintaining overall game continuity.
Data Source
AI summary
Damages include ineffective damage (scratch damage) and effective damage (fixed damage). When scratch damage occurs, an amount Ds corresponding to the scratch damage is stored into a memory. When fixed damage occurs, a vitality parameter Lp is decreased by an amount Df corresponding to the fixed damage. Scratch damage decreases over time. If fixed damage Df occurs in the presence of scratch damage, the vitality parameter Lp is decreased by a total amount of the scratch damage and the fixed damage. Such controls on the vitality parameter diversify the game progress.


