Game Map Transition Display for Long-Distance Movement Waiting
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Solution Overview
Problem
Existing game programs provide limited variety of scenes during waiting periods caused by long distance movements, with only hints or tips displayed during loading interruptions.
Innovation Solution
Implement a game processing method that includes displaying first and second map images showing departure and destination field information during waiting periods, allowing players to intuitively recognize movement and set destinations, while reducing processing load by capturing and displaying partial map images.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If tips or hints are displayed during waiting periods, then user information provision is improved, but scene variety remains limited
Solution Approach 1:
The waiting period display is segmented into multiple phases: first displaying departure point map information, then displaying destination map information, and finally displaying arrival confirmation. This segmentation transforms a single static information display into a dynamic multi-stage presentation, significantly enhancing scene variety while maintaining effective information provision.
Solution Approach 2:
The system transitions from displaying only textual tips or hints to displaying map images with visual field information. This dimensional change from text-based to visual-spatial information presentation creates entirely new scene types during waiting periods, thereby improving both information provision and scene variety.
2Loss of information
If full map images are displayed during waiting periods, then field information visibility is improved, but processing load increases
Solution Approach 1:
The system extracts and displays only the essential portions of map images relevant to the current waiting phase - specifically, the departure point area during the first phase and the destination area during the second phase. This extraction approach provides necessary field information while avoiding the processing overhead of displaying complete map images.
Solution Approach 2:
Different regions of the map are displayed with different levels of detail and at different times. The departure point region is displayed first with appropriate detail, then the destination region is displayed subsequently. This local quality approach ensures field information visibility where needed while minimizing overall processing load by not displaying the entire map at full resolution simultaneously.
Data Source
AI summary
When a command is given to perform a long distance movement that causes a location of a player character to move from a departure point where the player character is currently located to a destination away from the departure point and designated based on the user's operation input, at least a portion of a game process is interrupted, a waiting period continuing until the interrupted game process is resumed is started, and until the end of the waiting period, first displaying is performed to display a first map image showing field information of the departure point and surroundings thereof, and after the first displaying, second displaying is performed to display a second map image showing field information of the destination and surroundings thereof, and after the end of the waiting period, the player character is disposed at the destination in the virtual space, and the interrupted game process is resumed.


