Game System Controller Character Control Logic
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Solution Overview
Problem
Current game systems lack an effective method for a single player or multiple players to seamlessly control multiple characters in a virtual space, limiting gameplay flexibility and interaction.
Innovation Solution
A game system with a processor that allows a single player to control a first character object and automatically control a second character object based on the player's inputs, enabling both one-player and multiplayer modes through the use of inertial and touch data from controllers, allowing for predetermined actions and movement based on player instructions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a single player controls multiple characters manually, then character control flexibility improves, but operation complexity increases
Solution Approach 1:
The system divides character control into two segments: one character is controlled manually by the player while another character is automatically controlled by the processor. This segmentation allows the player to focus on controlling one character with full manual input, while the system handles the control of the second character automatically, thereby maintaining character control flexibility without increasing operation complexity.
Solution Approach 2:
The second character object performs actions autonomously based on the situation in the virtual space and player inputs, without requiring direct manual control from the player. The character automatically moves to positions indicated by the pointer and performs predetermined actions, enabling the system to serve itself in controlling this character while the player focuses on strategic decisions.
2Adaptability or versatility
If the system supports both one-player and multiplayer modes, then gameplay versatility improves, but system complexity increases
Solution Approach 1:
The game system is designed with multi-functionality to support both one-player and multiplayer modes using the same hardware and software platform. The processor automatically adapts its control logic based on the game mode: in one-player mode, it automatically controls the second character object, while in multiplayer mode, it enables the second player to manually control the second character object. This universal design allows the system to handle different gameplay scenarios without requiring separate systems, thereby improving gameplay versatility while managing system complexity through unified architecture.
3Ease of operation
If automatic control is used for the second character, then ease of operation improves, but control precision over the second character decreases
Solution Approach 1:
The automatic control system incorporates feedback mechanisms where the processor continuously monitors the situation in the virtual space and adjusts the second character object's actions accordingly. The system receives inputs from the player controlling the first character and uses this information to determine appropriate actions for the second character, ensuring that automatic control remains precise and context-appropriate while maintaining ease of operation.
Data Source
AI summary
In a first mode, based on an operation input to a controller of a first player, a game system controls a first character object and controls a pointer object. In the first mode, the game system automatically controls a second character object and causes the second character object to perform a predetermined action on a position in a virtual space indicated by the pointer object. In a second mode, the game system controls the first character object based on the operation input to the controller of the first player and controls the second character object based on an operation input to a controller of a second player.


