Game Object Visual Effects via Particle-Based Interaction
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Solution Overview
Problem
Existing games do not allow users to add visual effects to arranged objects in virtual game spaces, limiting the range of expression and customization.
Innovation Solution
A computer-readable non-transitory storage medium with a game program that enables users to arrange objects and add visual effects by performing operations, such as selecting and applying particles with different textures and behaviors, allowing for a variety of visual effects through intuitive user interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If visual effects are added to arranged objects in virtual game spaces, then the range of expression and customization is improved, but the device complexity increases
Solution Approach 1:
The visual effect system is segmented into independent particle components that can be individually controlled. Each particle can be configured with specific properties (texture, movement, lifespan) separately from the main object, allowing complex visual effects to be built from simple, manageable units without increasing overall system complexity
Solution Approach 2:
Particles serve as intermediary elements between the arranged object and the visual effect. Instead of directly modifying the object itself, the system introduces particle mediators that interact with the object surface, enabling visual effects to be added without changing the object's fundamental properties or increasing its complexity
2Adaptability or versatility
If multiple types of particles with different textures and behaviors are implemented, then the adaptability is improved, but the development load increases
Solution Approach 1:
A single particle system framework is designed to handle multiple types of visual effects through universal parameters. The same particle implementation can display different textures, movement patterns, and behaviors by simply changing configuration parameters, eliminating the need to develop separate systems for each effect type
Solution Approach 2:
Visual effect variety is achieved by changing parameters (texture maps, movement speeds, particle sizes, lifetimes) rather than changing the fundamental particle implementation. This allows multiple effect types to be created through parameter configuration alone, significantly reducing development effort compared to implementing separate systems for each effect
3Ease of operation
If intuitive user operations are implemented for adding visual effects, then the ease of operation is improved, but the device complexity increases
Solution Approach 1:
The system automatically determines particle placement and configuration based on the arranged object's properties and the user's simple input. Instead of requiring manual configuration of complex particle parameters, the system self-adjusts to create appropriate visual effects, making the interface simple while maintaining sophisticated functionality
Solution Approach 2:
The system provides immediate visual feedback when particles are applied to objects, allowing users to see the effect of their simple inputs in real-time. This feedback mechanism simplifies the operation interface by making the relationship between user input and visual output direct and intuitive, reducing the need for complex controls
Data Source
AI summary
When a predetermined instruction has been made on the basis of an operation input in a case where a positional relationship between a player character and an arrangement object satisfies a predetermined condition, the player character is caused to perform a predetermined action on the arrangement object. Then, on the basis of a virtual camera in a virtual space, a game image in which the player character and the arrangement object are included and in which a predetermined visual effect is added to the arrangement object on which the predetermined action has been performed is generated.


