Game Object Control via Reversible Movement and Random Paths
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Solution Overview
Problem
Existing game maps lack randomness and strategy in attribute bonus distribution, leading to a monotonous experience for players, as game objects cannot revisit previous map units and attribute enhancements are not selective or random.
Innovation Solution
A method for game object control in a game map with n layers, featuring a random path and attribute threshold values, allowing objects to move reversibly and receive attribute bonuses, with optional hindrance objects and bonus nodes, enabling players to freely select and adjust bonuses within threshold limits.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game objects cannot revisit previous map units, then the game map structure is simple and easy to control, but the gameplay lacks randomness and strategy
Solution Approach 1:
The map control system transitions from a static, fixed-path structure to a dynamic system where game objects can revisit map units and randomly select attribute bonuses. The control unit now manages reversible movement and random path generation, allowing the map structure to adapt to player choices while maintaining manageable complexity through modular design.
Solution Approach 2:
The patent adds a temporal dimension to map navigation by allowing revisits to previous map units. This transforms the traditionally linear, one-way progression into a multi-dimensional exploration space where players can backtrack, re-explore, and make strategic decisions about attribute acquisition, significantly enhancing gameplay depth without proportionally increasing control complexity.
2Ease of operation
If attribute bonuses are fixed and mandatory, then the implementation is simple, but the player experience lacks selectivity and engagement
Solution Approach 1:
The attribute bonus system transitions from a static, fixed assignment model to a dynamic selection model. The control unit now manages random path generation and player choice mechanisms, allowing players to selectively acquire attributes based on their strategic needs. This dynamic approach maintains operational simplicity through automated random path generation while providing extensive selection flexibility.
Solution Approach 2:
The system enables players to self-select attribute bonuses based on their own strategic requirements rather than imposing fixed bonuses. The random path generation and selection mechanisms empower players to make their own decisions about attribute acquisition, significantly enhancing engagement and adaptability while the automated systems handle the complexity of bonus management.
3Device complexity
If the map follows a fixed linear path, then the control logic is simple, but the gameplay lacks randomness and replayability
Solution Approach 1:
The path generation system transitions from a static, predetermined linear path to a dynamic random path generation system. The control unit manages this by implementing algorithms that create varied paths on each playthrough while maintaining clear control logic through modular design. This allows the system to handle path complexity automatically, keeping control logic simple while providing rich randomness and replayability.
Solution Approach 2:
The random path generation system serves itself by automatically creating varied gameplay paths without requiring complex manual control logic. The control unit implements self-contained algorithms that generate random paths, manage revisits, and handle attribute selections autonomously, maintaining simple control architecture while delivering high randomness and replayability.
Data Source
AI summary
The present application provides a method for game object control in a game map, a mobile terminal and a computer readable storage medium. The method for game object control includes: constructing a game map; creating a random path in each map layer to connect the map units within each map layer; configuring an attribute threshold value for the each map layer, wherein an attribute threshold value of a subsequent map layer is greater than or equal to an attribute threshold value of a preceding map layer; controlling a game object to move along any map unit connected on the random path from the map starting point to the jump unit in any map layer, and granting the game object an attribute bonus with an attribute point when the game object falls into the any map unit; and freely adding the attribute bonus for the game object to improve an attribute, wherein a sum of the attribute point of the attribute bonus added is less than or equal to an attribute threshold value for a current map layer. With the above technical solution, the way the game object march within the game map can be enriched and the strategy can be increased.
