Game Program Timing and Motion Input Determination
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Solution Overview
Problem
Conventional timing games become monotonous as they only reward players based on the timing of their inputs, lacking additional engaging elements that enhance gameplay experience.
Innovation Solution
A game system that includes a computer program to move objects on a screen towards a predefined area, determining success or failure based on both timing and motion of user inputs, with additional rewards for collision with targets, incorporating elements like flick and long-press operations to increase game interaction and enjoyment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If only timing-based success/failure determination is used, then the game is simple to operate, but the game becomes monotonous and lacks engagement
Solution Approach 1:
The success/failure determination is segmented into two independent parts: first determination based on timing accuracy and second determination based on motion type. This segmentation allows the game to maintain simple timing-based operation while adding motion-based variety, resolving the contradiction between simplicity and engagement.
Solution Approach 2:
The game introduces dynamic motion types (flick, long-press, short-press) that can change based on the first determination result. When the first determination is success, the object moves according to the operation type for the second determination. This dynamic addition of motion elements enhances engagement without complicating the basic timing operation.
2Adaptability or versatility
If multiple operation types (flick, long-press, short-press) are added, then game engagement is enhanced, but the complexity of determining success/failure increases
Solution Approach 1:
The motion type is determined preliminarily based on the operation detected at the timing when the object reaches the predetermined position. The operation type (flick, long-press, short-press) is identified in advance, and then the object's movement is controlled accordingly for the second determination. This preliminary identification simplifies the overall determination process by breaking it into sequential steps.
Solution Approach 2:
The system uses feedback from the operation detection to control the object's movement. The operation type detected (flick, long-press, short-press) provides feedback that determines how the object moves after the first determination. This feedback mechanism adds engagement while maintaining clear, rule-based determination logic.
3Productivity
If the object moves according to operation type for second determination, then additional rewards can be given, but the game logic becomes more complex
Solution Approach 1:
The object's movement is made dynamic based on the operation type detected. When the first determination is success, the object moves according to the operation type (flick direction, long-press hold position, short-press tap position) for the second determination. This dynamic movement enables varied reward distribution while using clear conditional logic that manages complexity.
Solution Approach 2:
The reward determination is segmented into two stages: first reward based on timing accuracy and second reward based on motion type. This segmentation allows additional rewards to be given for operation variety while maintaining clear, separate evaluation criteria that prevent logical complexity from becoming unmanageable.
Data Source
AI summary
A game method includes making an output control to move at least one object displayed over a display screen toward a predefined area of the display screen; making, for each of the at least one object, a first success/failure determination, based on first and second timings, wherein at the first timing the object moving over the display screen reaches the predefined area of the display screen, and at the second timing the acceptor accepts the inputs; and making, for each of the at least one object, a second success/failure determination, based on motions of the object, depending on a type of operation that the acceptor determined from the inputs that the acceptor has accepted, in a case that a result of the first success/failure determination represents success.


