Game Play Screen Layout with Upgradeable Image and Inventory Items

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Solution Overview

Problem

In the field of computer-implemented games, there is a challenge in creating engaging user experiences, particularly on devices with limited display resources, such as smartphones and tablets, while maintaining user engagement and introducing strategic gameplay in a casual setting.

Innovation Solution

A computer device and method that displays a game play screen with a game board and an upgradable image, where users collect game objects to provide items that satisfy game objectives, unlock or upgrade items, and progress through levels, incorporating a match-3 game mechanic with booster triggering options to enhance gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a game is designed to be engaging and rewarding with simple mechanics at introductory levels, then user engagement is improved, but the game becomes boring and lacks challenge as players progress

Engineering Contradiction:
Improveease of gameplayVSAvoiduser engagement duration
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The game dynamically adjusts difficulty and introduces new mechanics (boosters, inventory items, upgrades) as players progress, transforming the static gameplay into an evolving experience that maintains engagement while preserving core simplicity

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game provides continuous rewarding feedback through collection mechanics, inventory accumulation, and progressive unlocks that maintain player motivation and engagement over extended play sessions

Inventive Principle:
Principle #20Continuity of useful action

2Productivity

If the game provides progressive challenge and strategic elements, then user engagement is maintained, but the game complexity increases making it less accessible to casual players

Engineering Contradiction:
Improveuser engagement durationVSAvoidgame complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The game segments complexity into separate modular systems (match-3 core, booster mechanics, inventory management, upgrade systems) that can be engaged with independently, allowing players to progress at their own pace without being overwhelmed by all features simultaneously

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Inventory items and boosters serve as intermediary elements that bridge simple matching mechanics and complex strategic gameplay, adding depth while maintaining accessibility through optional engagement

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If the game is designed for devices with limited display resources, then the game is accessible on smartphones and tablets, but the display area available for gameplay is reduced

Engineering Contradiction:
Improvedevice compatibilityVSAvoiddisplay area
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

Solution Approach 1:

The game utilizes the vertical dimension of mobile displays effectively, arranging the game board and UI elements to maximize use of screen real estate while maintaining touch-friendly interaction zones

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

UI elements and display areas serve multiple functions (e.g., the same area displays game objects, collection progress, and booster information), maximizing the utility of limited screen space

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12076647B2Method and apparatus for providing a computer implemented game
Publication Date: 2024.09.03 KING COM
  • US12076647B2 patent drawing
  • US12076647B2 patent drawing
  • US12076647B2 patent drawing

AI summary

A computer device is configured to provide a computer implemented game. A display displays a game play screen comprising a first area and a second area, the first area of the game play screen comprising a game board comprising one or more first game objects to be collected in response to user interaction. A processor causes items to be provided in the second area of the game play screen in response to the user interaction to satisfy game objectives associated with the second area of the game play screen. The processor determines a first contribution associated with an in-game currency to upgrade an upgradeable image associated with the second area of the game play screen and whether the respective level has been completed and to determine a second contribution; and if an accumulated second contribution from the completion of levels satisfies a criteria, provides inventory items which are usable to unlock or upgrade a respective item.