Game Stage Creation System with Automatic Path Determination
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current game stage creation technologies lack the ability to generate complex and interactive game environments that allow players to navigate through interconnected virtual rooms with varied obstacles and objectives, limiting player engagement and creativity.
Innovation Solution
A non-transitory computer-readable storage medium storing an information processing program that sets initial player positions, arranges prohibition and release elements based on user designation, determines navigable paths, and generates indications for player objectives, allowing users to create and play through complex game stages with specific clear conditions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If game stage creation technology is simplified for ease of use, then ease of operation is improved, but the complexity and interactivity of game environments deteriorate
Solution Approach 1:
The game stage is divided into multiple virtual rooms that can be independently arranged and connected. Each room can contain different elements (obstacles, objectives, prohibition elements, release elements) that are segmented and can be independently configured, allowing complex environments to be built through simple modular components.
Solution Approach 2:
The system automatically determines navigable paths and generates indications for player objectives before the player actually plays. This preliminary analysis of reachability and pathfinding allows the creation interface to provide guidance on valid game stage configurations without requiring the creator to manually calculate complex pathfinding scenarios.
2Adaptability or versatility
If more prohibition and release elements are added to create complex game stages, then adaptability is improved, but device complexity increases
Solution Approach 1:
Prohibition elements and release elements serve multiple functions: they control player movement, define navigable paths, provide puzzle-solving mechanics, and generate automatic pathfinding analysis. This multi-functionality reduces the need for separate specialized components, maintaining adaptability while controlling overall complexity.
Solution Approach 2:
The system automatically analyzes the game stage configuration and provides feedback on navigable paths and player reachability. This automated feedback mechanism helps creators understand the impact of adding prohibition and release elements, allowing them to create complex interactive environments while the system manages the computational complexity of pathfinding analysis.
3Productivity
If automatic path determination is implemented, then productivity is improved, but manufacturing precision requirements increase
Solution Approach 1:
The system performs automatic path determination and reachability analysis without requiring manual intervention. The algorithm independently analyzes the game stage configuration, determines navigable paths through virtual rooms, and generates indications for player objectives, enabling rapid game stage creation with precise pathfinding results.
Solution Approach 2:
Manual pathfinding analysis and configuration verification are replaced with automated computational algorithms. The system uses computer-based path determination methods to analyze game stage topology, calculate reachable areas, and generate guidance information, achieving both high productivity and precise path determination without manual effort.
Data Source
AI summary
A non-limiting example game system includes a processor incorporated within a main body apparatus, and the processor creates, based on operation inputs of a player, a game stage by selecting components corresponding to a virtual room and by arranging panels corresponding to the components on a grid-shaped arrangement area. In the virtual room, a passage, a stairs, a door with lock blocking the passage and a treasure chest are arranged. A key for releasing the door with lock is contained in the treasure chest. The player creates the game stage by connecting all of the passages and the stairs from a start room that a game is started to a room where a boss enemy object is arranged and by taking arrangement of the doors with lock and the treasure chests containing the key into consideration.


