Video Game Object Property Management System
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Solution Overview
Problem
The burden on developers increases as the number of objects and types of properties in a video game grows, requiring extensive setting and management of flag information for object properties to control character behavior, leading to increased complexity and difficulty in game progression.
Innovation Solution
A video game processing system and program that permits and utilizes object property information for character control, storing properties in specific storage regions, allowing for efficient management and extension of game content without requiring developers to set each property individually, thereby reducing the burden on developers and enhancing game progression.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If flag information is set for each object property to control character behavior, then character control accuracy is improved, but developer workload and system complexity increase
Solution Approach 1:
The patent applies universality by creating a common property management system that handles multiple object properties through unified mechanisms. Instead of setting individual flag information for each object-property combination, the system defines property groups and rules once, then automatically applies them across multiple objects and characters, reducing redundancy while maintaining control accuracy
Solution Approach 2:
The patent segments the property management system into distinct functional modules: property definition modules, rule definition modules, and automatic application modules. This segmentation allows each module to handle specific aspects of property management independently, reducing overall system complexity while enabling precise character control through coordinated module operations
2Manufacturing precision
If flag information is set for each object property to control character behavior, then character control accuracy is improved, but developer workload increases
Solution Approach 1:
The patent implements self-service by enabling the system to automatically generate and apply property configurations without manual intervention. The rule-based system automatically determines which properties apply to which objects and characters based on predefined criteria, eliminating the need for developers to manually set each flag information and significantly reducing workload
Solution Approach 2:
The patent applies preliminary action by pre-defining property groups and application rules during system setup. These preliminary configurations are then automatically reused across multiple scenarios, eliminating the need for repetitive manual configuration work and reducing developer workload while maintaining consistent character control accuracy
3Adaptability or versatility
If the number of objects and properties in the video game increases, then game content variety is improved, but the burden of setting and managing flag information increases
Solution Approach 1:
The patent applies universality by creating a scalable property management system that handles increasing numbers of objects and properties through unified mechanisms. Property groups and rules defined once can be automatically applied across any number of objects, allowing game content variety to expand without proportionally increasing management complexity
Solution Approach 2:
The patent implements copying by allowing property configurations and rules to be reused across multiple objects. Once a property group or rule is defined, it can be copied and applied to numerous objects automatically, enabling high game content variety while keeping management complexity low through template-based reuse
4Adaptability or versatility
If the number of objects and properties in the video game increases, then game content variety is improved, but developer burden increases
Solution Approach 1:
The patent implements self-service by enabling the system to automatically manage property assignments as game content expands. The rule-based system automatically determines property applications for new objects without developer intervention, allowing game content variety to increase while developer burden remains stable
Solution Approach 2:
The patent applies preliminary action by pre-defining flexible property groups and rules that can automatically adapt to new game content. These preliminary configurations serve as templates that scale with game expansion, improving content variety without increasing developer burden since the system handles new content automatically
Data Source
AI summary
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character in progress of a video game is provided. The functions includes: a utilization permitting function configured to permit utilization of object property information for controlling the character, a property of an object being expressed in the object property information, the property of the object being stored in a specific storage region associated with the object as a first storage region; and an information utilizing function configured to utilize the object property information, whose utilization is permitted, for controlling the character.


