Game Apparatus Swinging Action Input Method
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Solution Overview
Problem
Current game processing systems lack variety in operations for swinging a virtual sword, limiting player interaction and engagement, as they primarily rely on a single type of input for sword movement direction.
Innovation Solution
A computer-readable storage medium with a game program that controls a player object to perform various swinging actions based on different input directions, displacement amounts, and timing, allowing for multiple operation methods such as flicking, opposite-direction inputs, and release operations, enhancing player interaction and recognition.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a single type of operation is used for swinging the sword in a certain direction, then the operation method is simple, but a variety of operations cannot be provided to the player
Solution Approach 1:
The sword swinging operation is segmented into multiple distinct input methods: (1) simple direction input for basic swinging, (2) flicking operation with going-way and return-way inputs for different swinging orientations, and (3) opposite-direction input for rotational slashing. Each segment handles a specific type of player intent, providing variety while maintaining clear operational boundaries that prevent excessive complexity
Solution Approach 2:
The system dynamically adjusts the player object's response based on the input characteristics. When a flicking operation is detected (displacement exceeds threshold then returns), the system determines the swinging orientation based on the relationship between going-way and return-way directions. This dynamic response allows multiple operations from a single input mechanism without requiring complex separate controls
2Ease of operation
If multiple operation methods are provided for swinging the sword, then player engagement increases, but the operation system becomes more complex
Solution Approach 1:
The operation device serves multiple functions through a single unified interface. The same direction input mechanism handles both simple sword swinging and complex flicking operations for rotational slashing. The system universally processes all inputs through the same detection framework, identifying operation type based on displacement patterns rather than requiring separate specialized controls for each function
Solution Approach 2:
The system changes the interpretation of input parameters based on their characteristics. When displacement amount exceeds a predetermined threshold and then returns, the system interprets this as a flicking operation rather than a simple direction input. This parameter-based differentiation allows multiple operations to be recognized through a single input mechanism, maintaining ease of operation while providing variety
Data Source
AI summary
In an exemplary embodiment, a player object is caused to perform a posturing action of holding an item object in an input direction of a first direction input. When a second direction input is performed during the posturing action, a first swinging action of swinging the item object in the direction is performed. Further, when a going-way direction input in which a displacement amount with respect to the origin of an operation device and not greater than a first value exceeds the first value, and a return-way direction input in which the displacement amount becomes not greater than a second value after the going-way direction input have been performed within a first time, a second swinging action of swinging the item object in at least one of the going-way direction and the return-way direction is performed.


