Game System Multi-Region Collision Detection for Diverse Motion Control

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Solution Overview

Problem

Conventional scroll-type jumping action games offer limited motion control diversity for player objects, requiring complex operations and resulting in monotonous player interactions due to the use of a single determination region for collisions.

Innovation Solution

A game system incorporating multiple collision determination regions and processing sections to perform various movement controls based on touch inputs, allowing for diverse player object motions with simple operability, including tap operations for jumping, trample attacks, and automatic avoidance actions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single determination region is used for collision detection, then the device complexity is reduced, but the motion diversity of the player object is limited

Engineering Contradiction:
Improvemotion diversityVSAvoiddetermination region complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent divides the collision detection system into multiple determination regions (first, second, and third determination regions) with different functions. The first region detects standard collisions, the second region detects collisions enabling trample attacks, and the third region detects collisions enabling automatic avoidance. This segmentation allows diverse player object motions while maintaining clear, manageable region definitions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The non-operation target object serves multiple functions by being associated with multiple determination regions. A single enemy object can trigger different player responses (standard collision, trample attack, or automatic avoidance) depending on which determination region the player object enters, making the enemy object universally applicable for multiple game mechanics.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple determination regions are implemented, then the motion diversity is improved, but the ease of operation deteriorates

Engineering Contradiction:
Improvemotion diversityVSAvoidoperation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system enables automatic avoidance movement control without requiring player input. When the player object enters the third determination region, the system automatically executes avoidance motion, freeing the player from manual control during critical moments and enhancing motion diversity without increasing operational complexity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

Instead of requiring the player to manually select different motion types, the system inverts the approach by having the system automatically determine which motion type to execute based on which determination region the player object enters. This passive detection approach maintains ease of operation while achieving diverse motions.

Inventive Principle:
Principle #13The other way round (Inversion)

3Adaptability or versatility

If automatic avoidance control is added, then the motion diversity is improved, but the processing load increases

Engineering Contradiction:
Improvemotion diversityVSAvoidprocessing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system performs preliminary collision detection by continuously monitoring which determination region the player object is in. This preliminary action of detecting region entry triggers the appropriate movement control in advance, allowing automatic avoidance to be executed efficiently without heavy real-time processing during critical moments.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Different processing approaches are applied to different determination regions. The first region uses standard collision processing, the second region triggers trample attack preparation, and the third region activates automatic avoidance. This local quality approach optimizes processing efficiency by applying the appropriate level of processing complexity only where needed.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10335684B2Game system, game processing method, computer-readable non-transitory storage medium having stored therein game program, and game apparatus
Publication Date: 2019.07.02 NINTENDO CO LTD
  • US10335684B2 patent drawing
  • US10335684B2 patent drawing
  • US10335684B2 patent drawing

AI summary

A first determination region, a second determination region, and a third determination region are set for each non-operation target object. When an operation target object is located within the first determination region, it is determined that the operation target object has collided with the non-operation target object, and a process is performed. In addition, when a touch input is performed in a state where the operation target object is located within the second determination region, it is determined that the operation target object has collided with the non-operation target object, and a process is performed at this time. Moreover, when the operation target object is located within the third determination region, movement control of the operation target object is performed such that the operation target object avoids a collision with the non-operation target object.