Video Game Attack Processing with Indirect Chain Reactions
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Solution Overview
Problem
Conventional video games lack variation in attacks during battles, leading to monotony and decreased player interest due to limited attack ranges and reactions.
Innovation Solution
A video game processing apparatus that includes an attack specifying receiver, direct and indirect attack determiners, and reaction executors, allowing for varied attack reactions based on weapon type, ground level, and weight values, enabling attacks beyond predetermined ranges and increasing interaction with other characters or items.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If attack range is limited to predetermined distance, then attack accuracy is improved, but attack variation decreases
Solution Approach 1:
The patent introduces a new dimension to attacks by distinguishing between direct attacks (within range) and indirect attacks (beyond range). Indirect attacks allow the player character to attack enemy characters outside the predetermined attack range, adding a spatial dimension variation to the attack system while maintaining the accuracy of direct attacks within range.
Solution Approach 2:
The patent implements dynamic attack mechanics where the attack type (direct or indirect) changes based on the distance between the player character and the enemy character. This dynamic adjustment allows the system to adapt between accurate direct attacks at close range and varied indirect attacks at longer distances, resolving the contradiction between accuracy and variation.
2Measurement precision
If attack is limited to direct contact, then attack precision is improved, but player interest decreases
Solution Approach 1:
The patent introduces an intermediary mechanism for indirect attacks where the player character can attack enemy characters beyond direct contact range. This intermediary attack system maintains precision through the hit determination process while increasing player interest by providing diverse attack options including both direct and indirect attack modes.
3Adaptability or versatility
If attack range is extended beyond predetermined distance, then attack variation is improved, but attack accuracy decreases
Solution Approach 1:
The patent segments the attack system into two distinct types: direct attacks for enemy characters within the predetermined range and indirect attacks for enemy characters beyond the range. This segmentation allows each attack type to maintain its own accuracy characteristics while providing overall system variation, with direct attacks ensuring precision and indirect attacks providing versatility.
Data Source
AI summary
Specification of an attack for a player character is received by means of an attack specifying operation of the player. A direct attack reaction is determined in the case where it is determined that the attack hits an enemy character A. The direct attack reaction indicates a reaction of the direct attack target character that suffers the direct attack. The enemy character A is then caused to execute the determined direct attack reaction. In the case where it is determined that an indirect attack to be caused by contact between the enemy characters A, B hits an enemy character B when the enemy character A executes the direct attack reaction, an indirect attack reaction indicating a reaction of the enemy character B that suffers the indirect attack is determined. The enemy character B is then caused to execute the determined indirect attack reaction.


