Video Game Cover Control via Fire Button Extraction
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Standard cover shooter controls in action video games require players to remember multiple buttons for managing cover and firing states, leading to complexity and player errors, such as unnecessary exposure to enemies due to forgotten button interactions.
Innovation Solution
Simplified shooter controls that eliminate the need for a dedicated cover button by using the fire button to transition between covered and weapon-ready states, where releasing the screen automatically returns the character to the covered state when not aiming or firing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a dedicated cover button is provided for managing cover states, then the virtual character can be reliably controlled to take cover, but the control interface becomes more complex and requires players to remember multiple buttons
Solution Approach 1:
The patent removes the dedicated cover button from the control interface, extracting the cover management function from the set of explicit controls. The cover state is now managed automatically by the system based on whether the fire button is pressed, eliminating the need for players to remember and interact with a separate cover button.
Solution Approach 2:
The system automatically manages the cover state without requiring explicit player input for cover actions. When the fire button is not pressed, the character automatically returns to cover, making the system self-managing for cover states and reducing the cognitive load on players.
2Ease of operation
If a cover button is required to toggle between covered and weapon ready states, then precise state control is achieved, but player cognitive load increases and errors occur from forgotten button interactions
Solution Approach 1:
The fire button is given dual functionality: it serves both as the primary firing mechanism and as the trigger for exiting cover. When pressed, it transitions the character from cover to weapon ready state and enables firing. This multi-functionality reduces the number of buttons players must remember while maintaining precise state control.
Solution Approach 2:
The system automatically transitions the character back to cover when the fire button is released or not pressed, eliminating the need for players to manually manage cover state. This self-service approach prevents errors from forgotten cover button presses while maintaining precise state management.
3Adaptability or versatility
If multiple buttons including cover button and scope button are provided, then comprehensive gameplay control is achieved, but new players find the interface overwhelming
Solution Approach 1:
The patent extracts the cover management function from the set of explicit controls by removing the cover button. This reduction in the number of visible and interactable elements simplifies the interface for new players while maintaining comprehensive gameplay control through the remaining fire and scope buttons.
Solution Approach 2:
The fire button is enhanced with multi-functionality to handle both cover transition and weapon firing, reducing the total number of buttons players must learn. This consolidation maintains versatile gameplay control while presenting a simpler interface to new players.
Data Source
AI summary
Systems and methods are provided in which a character possessing a weapon is displayed in a scene along with first and second affordances. Responsive to first affordance user contact, scene orientation is changed. Responsive to second affordance user contact with a first status of the weapon, a firing process is performed in which the weapon is fired and the weapon status is updated. When (i) the first and second affordances are user contact free or (ii) the second affordance is presently in user contact and there is a second weapon status, firing is terminated. Alternatively, when the second affordance is presently in user contact and there is a first weapon status, the firing is repeated. Alternatively still, with (i) present first affordance user contact, (ii) a first weapon status, and (iii) no present second affordance user contact, the firing is repeated upon second affordance user contact.


