Game Program for Direction-Based Boarding Object Switching
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Solution Overview
Problem
Existing games lack smooth switching mechanisms for player characters to board different types of objects in a virtual space, such as ground, air, water, and cliff surfaces, leading to unintended transitions and potential player character damage.
Innovation Solution
A game program that allows players to smoothly switch between boarding target objects (ground, air, water, and cliff surface) by specific operation inputs, including automatic transitions based on movement direction and conditions, and prevents unintended switches by requiring manual input for certain changes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If automatic switching between boarding target objects is implemented based on movement direction, then switching speed is improved, but unintended transitions may occur causing player character damage
Solution Approach 1:
The system continuously monitors the player character's movement direction and position relative to boarding target objects. When the character moves toward a water surface while aboard an air boarding target object, the system automatically detects this feedback condition and triggers a switch to the water boarding target object, enabling smooth transitions without manual intervention while preventing unintended switches through controlled detection criteria
2Reliability
If manual selection operation is required for switching boarding target objects, then switching accuracy is improved, but operation complexity increases
Solution Approach 1:
The system automatically determines when a switch to a water boarding target object is appropriate by monitoring the player character's movement toward water surfaces. This self-service mechanism eliminates the need for manual selection operations in automatic switching scenarios, reducing operation complexity while maintaining accuracy through condition-based triggers
3Adaptability or versatility
If the player character can board multiple types of objects (ground, air, water), then adaptability is improved, but control complexity increases
Solution Approach 1:
The system implements a unified control framework that handles multiple boarding target object types (ground, air, water) through a single set of principles. The player character can seamlessly transition between different object types based on environmental conditions, with the same monitoring and switching logic applying across all object types, thereby managing complexity through standardized multi-functional control
Data Source
AI summary
In an example of a game program, a ground boarding target object or an air boarding target object is selected by a selection operation, and a player character is caused to board the selected boarding target object. If the player character aboard the air boarding target object moves toward the ground, the player character is automatically changed to the state where the player character is aboard the ground boarding target object, and brought into the state where the player character can move on the ground.


