Game System Attack ID Assignment for Consistent Damage Calculation

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Solution Overview

Problem

Conventional game systems often create an unrealistic impression when multiple attacks occur in a virtual space due to inconsistent damage calculation, leading to unfair outcomes for players.

Innovation Solution

Implementing a system where attacks are assigned unique IDs, ensuring that only successful attacks cause damage, and maintaining consistency in damage calculation across successive attacks, even during invincibility periods or when defensive objects are used.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If damage calculation is performed for each attack when multiple attacks occur, then the damage calculation process is simple and direct, but an unrealistic impression is given to the user due to inconsistent damage application

Engineering Contradiction:
Improverealism of damage calculationVSAvoidcomplexity of damage calculation system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the damage calculation process by introducing attack IDs to distinguish between different attacks. Each attack is assigned a unique ID, and the system segments the damage calculation logic into: (1) checking if the attack ID matches a past attack ID, (2) determining whether to apply damage based on the match result, and (3) handling invincibility periods. This segmentation resolves the contradiction by enabling realistic damage calculation through structured identification while maintaining manageable system complexity through clear modular logic.

Inventive Principle:
Principle #1Segmentation

2Productivity

If damage is calculated for every attack hit, then the game responds immediately to player actions, but unrealistic impressions occur when multiple attacks hit during invincibility periods

Engineering Contradiction:
Improveresponsiveness of game systemVSAvoidfairness of damage application
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent applies preliminary action by assigning attack IDs to attacks before damage calculation occurs. The system pre-establishes the identification framework and stores past attack ID information in advance. When a new attack hits, the system quickly compares the pre-assigned ID with stored IDs to determine whether to apply damage. This preliminary setup enables rapid responsiveness while ensuring fair damage application by preventing duplicate damage during invincibility periods through pre-established identification logic.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If the system tracks and compares attack IDs to determine damage application, then realistic damage calculation is achieved, but the processing complexity and computational overhead increase

Engineering Contradiction:
Improveaccuracy of damage calculationVSAvoidprocessing time for damage calculation
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent uses copying by creating simplified representations of attack information through attack IDs. Instead of tracking complete attack data structures, the system copies only the essential identification element (attack ID) and stores it in a compact format. This copying approach maintains accurate damage calculation by preserving the unique identifier needed for comparison while significantly reducing processing time and computational overhead through streamlined data representation.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20240359104A1Storage medium, game system, game apparatus, and game processing method
Publication Date: 2024.10.31 NINTENDO CO LTD
  • US20240359104A1 patent drawing
  • US20240359104A1 patent drawing
  • US20240359104A1 patent drawing

AI summary

At least one attack is generated in a virtual space, and an ID is assigned to each attack, based on a game process. When the attack hits an object in the virtual space, it is determined that the attack is successful, and a damage caused by the attack is calculated. When an attack having an ID that is the same as the ID assigned to a past attack that has hit an object hits the object, damage is caused due to the attack having the same ID.