Game Item Pickup Interface with Mini Backpack for Quick Equipment Management
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Solution Overview
Problem
In first-person shooting games, the current methods for picking up and replacing game props, especially when the assembly bar is full, require players to open the backpack, leading to a significant reduction in the field of view, increased risk of being killed, and a lag in game strategy due to the interruption and inability to pick up or replace props quickly and efficiently.
Innovation Solution
A method and apparatus that provide a graphical user interface with a backpack control and item assembly area, allowing players to pick up and replace items by touching or dragging items from a pick-up list to an assembly position, reducing the need to open the backpack and minimizing interface interruption, while enabling quick equipment management and strategic deployment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If players open the backpack to pick up or replace props when the assembly bar is full, then they can manage their equipment, but the field of view is significantly reduced and the risk of being killed increases
Solution Approach 1:
The interface is segmented into multiple functional areas: a mini backpack interface for quick item access and a separate assembly bar for equipment management. This segmentation allows players to perform equipment management tasks without opening the full backpack interface, maintaining situational awareness and reducing vulnerability.
Solution Approach 2:
The essential equipment management functionality is extracted from the full backpack interface and placed into a compact mini backpack interface. This extraction enables players to perform critical item pickup and replacement operations in a condensed format that preserves field of view while maintaining core functionality.
2Adaptability or versatility
If players open the backpack to replace props when the assembly bar is full, then they can update their equipment, but the game strategy lags due to interruption
Solution Approach 1:
The mini backpack interface pre-loads and displays available items for quick access. When players need to replace equipment, the relevant items are already prepared and visible in the mini interface, eliminating the need to navigate through the full backpack hierarchy and enabling immediate equipment updates.
Solution Approach 2:
The system allows players to skip the full backpack opening animation and navigation steps by providing direct access to essential items through the mini backpack interface. This skipping mechanism rushes through the equipment management process, maintaining game flow and strategic responsiveness.
3Loss of information
If the interface displays the full backpack when picking up items, then players can see all items, but the interface volume increases and causes significant interruption
Solution Approach 1:
The interface provides different levels of detail in different areas: the mini backpack interface shows essential items in a compact format for quick reference, while the full backpack interface remains accessible for comprehensive item management. This local quality approach ensures item visibility is maintained where needed without unnecessarily expanding the interface volume during active gameplay.
Data Source
AI summary
A method for picking up an item in a game, includes: providing an item pick-up list in a graphical user interface in response to an item pick-up trigger event in a game scene; determining a first target item, in response to a first touch operation acting on the item pick-up list, according to the first touch operation, and displaying an item assembly pop-up window in the graphical user interface, an item assembly interface being displayed in the item assembly pop-up window, the item assembly interface including an assembly position for assembling a virtual item in the item assembly area; controlling, in response to an assembly instruction for the first target item, to assemble the first target item to an assembly position corresponding to the first target item in the item assembly interface when the first target item is a virtual item capable of being assembled in the item assembly area.


