Game Map Unlocking With Ground-to-Airspace Character Transitions
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Solution Overview
Problem
Existing game programs restrict player characters to resume movement only from the location where a ground field map is unlocked, limiting exploration of both ground and airspace fields.
Innovation Solution
Implementing a game program that allows player characters to move from a ground field to an airspace field based on user input, changing maps to include map information, and resuming movement control after transitioning to the airspace field, with features like virtual gravity and camera direction adjustments to enhance exploration.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the player character is restricted to resume movement only from the location where the ground field map is unlocked, then the map information can be properly displayed and managed, but the exploration of both ground and airspace fields is limited
Solution Approach 1:
The patent introduces a vertical dimension by dividing the virtual space into ground fields and airspace fields. The map is similarly divided into ground map areas and airspace map areas, allowing players to explore not only horizontally across the ground but also vertically into the airspace. This dimensional expansion resolves the contradiction by providing multiple layers of exploration while maintaining organized map information display for each layer.
Solution Approach 2:
The patent segments the unified map into distinct ground map areas and airspace map areas, each with its own information display and exploration rules. This segmentation allows the system to manage map information separately for each field type while enabling versatile exploration across both domains, thus resolving the contradiction between organized information display and exploration flexibility.
2Loss of information
If the map information is displayed in detail for the entire explored area, then the player can navigate effectively, but the information overload may complicate the interface and reduce clarity
Solution Approach 1:
The patent divides the map information display into separate ground map areas and airspace map areas, each showing only relevant information for that specific field. This segmentation prevents information overload by displaying detailed map information only for the currently active field (ground or airspace) rather than all fields simultaneously, thus maintaining completeness of relevant information while reducing interface complexity.
Solution Approach 2:
The patent applies local quality by making the map information display context-dependent on the player's current field location. When the player is in the ground field, the ground map area is displayed with detailed information; when in the airspace field, the airspace map area is displayed. This localized information display ensures completeness for the current context while avoiding the complexity of displaying all possible information at once.
3Ease of operation
If the player character automatically moves to the unlocked map location, then the transition is simplified, but the player loses control over movement timing and location
Solution Approach 1:
The patent makes the movement resumption dynamic by allowing the player to choose whether to resume movement control after unlocking the map. The system provides the option to either automatically resume movement (simplifying transition) or wait for player input (maintaining control). This dynamic approach resolves the contradiction by adapting the control mechanism to player preference, offering both automated convenience and manual control when needed.
Data Source
AI summary
Displaying is performed based on a map image of an area in a first state including map information or a map image of an area in a second state not including the map information. When a first condition is satisfied at a first location on a ground field of a first ground area, a ground map of the first ground area and an airspace map of a first airspace area above the first location are changed from the second state to the first state. When the first condition is satisfied, a player character is moved from the first location to a second location in an airspace field of the first airspace area, and movement control based on a user's movement operation input is resumed after the movement to the second location.


