Game Program Using Trail Vectors for Character Actions
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Solution Overview
Problem
Conventional game apparatuses using pointing devices, such as mice or touch panels, offer limited action variety for player characters, leading to monotonous gameplay with low strategy levels and poor amusement due to the simplicity of input operations.
Innovation Solution
A game program that utilizes a touch panel to detect player input positions, calculates trail vectors, and determines character actions based on angles between trail vectors and reference vectors, allowing for various actions and movements to be performed by the player's character, enhancing gameplay complexity and strategy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a single type of attack operation is used with a pointing device, then the operation is simple and easy to control, but the action variety and strategy level are limited
Solution Approach 1:
The patent applies dynamics by making the attack operation adaptable through different input methods. The same pointing device can produce different attack actions (normal attack, special attack, counterattack) depending on the input pattern (single click, double click, long press), transforming a static operation into a dynamic one that responds to varying user intentions.
Solution Approach 2:
The patent changes the parameters of the input operation to generate different actions. By varying parameters such as click count, press duration, and input sequence, the system transforms a single operation type into multiple distinct actions, thereby increasing action variety without adding new input devices.
2Adaptability or versatility
If multiple types of attack operations are implemented, then the action variety increases, but the device complexity and operation difficulty increase
Solution Approach 1:
The patent implements universality by enabling a single pointing device to perform multiple functions. The same mouse or touch panel can execute different attack operations (normal attack, special attack, counterattack) by recognizing different input patterns, eliminating the need for separate input devices for each action type.
Solution Approach 2:
The patent segments the input operation into distinct patterns (single click, double click, long press) that correspond to different actions. This segmentation allows the system to differentiate between action types based on temporal and sequential characteristics of the input, maintaining clarity and reducing operational confusion.
3Ease of operation
If the attack pattern is uniquely determined by a single operation, then the control is simple, but the amusement and strategy level are reduced
Solution Approach 1:
The patent incorporates feedback by providing visual or contextual confirmation that different input patterns trigger different actions. This feedback mechanism helps players understand the relationship between input patterns and actions, making the enhanced strategy level accessible and enjoyable without increasing operational complexity.
Data Source
AI summary
A game apparatus stores input positions detected by the input device at predetermined time intervals, in order of detection, into a memory of the game apparatus. Next, a trail vector indicating at least a portion of a trail drawn by the player on the input surface is calculated from the input positions. Further, a reference vector whose starting point is a predetermined position on the input surface and whose ending point is a position determined by the trail vector is calculated. An action of a player's character is determined based on an angle between the trail vector and the reference vector.


