Gaming Interface Drag-and-Drop Item Combination
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Solution Overview
Problem
Autobattler games face challenges in efficient player matching and item combination processes, particularly during real-time battles, where conventional methods are tedious and disrupt gameplay.
Innovation Solution
The system introduces innovative features for player matching, including unique home arenas, avatar interactions, and efficient item combination methods that allow players to create new items by dragging and dropping items onto champions without opening inventory screens, along with a battle generation module for real-time battles and a shared-draft mechanism for team building.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If conventional item combination methods are used (opening inventory screens), then item combinations can be performed, but gameplay is disrupted and efficiency decreases
Solution Approach 1:
The system pre-positions items and champions in the battle arena interface before combination is needed. Items are displayed in accessible locations around the arena, and champions are already positioned on the battlefield, eliminating the need to navigate to inventory screens during combat. This preliminary arrangement enables immediate item combination without disrupting gameplay flow.
Solution Approach 2:
The patent extracts the item combination function from the traditional inventory screen context and implements it directly within the battle arena interface. By separating the combination action from the inventory management context and placing it directly in the combat environment, players can combine items without leaving the battle view, thus maintaining gameplay continuity while enabling efficient item combinations.
2Productivity
If player matching processes are simplified, then real-time battles can proceed efficiently, but matching accuracy and fairness may deteriorate
Solution Approach 1:
The system performs preliminary player assessments by evaluating champion selections, team compositions, and player statistics before battles begin. This pre-matching analysis allows the system to quickly pair players of comparable skill levels and team strengths, ensuring fair matches while maintaining fast real-time pairing. The preliminary evaluation data is cached and reused for rapid matching decisions.
Solution Approach 2:
The matching system continuously monitors battle outcomes, player performance metrics, and team composition effectiveness, using this feedback to refine future matching decisions. By incorporating real-time feedback from actual gameplay results, the system adjusts matching parameters to improve both speed and fairness, ensuring that players are consistently paired with opponents of equivalent skill while maintaining efficient real-time matching.
3Adaptability or versatility
If home arenas are made unique and customizable, then player interaction and engagement improve, but system complexity increases
Solution Approach 1:
The home arena system uses a unified template-based architecture where a single arena design serves multiple functions: it acts as the player's base, the battle battlefield, and the item combination workspace. This multi-functional arena eliminates the need for separate interfaces for different game activities, reducing system complexity while providing extensive customization options for visual appearance and layout preferences.
Solution Approach 2:
The system allows players to customize specific local aspects of their home arena (such as background themes, border designs, and decorative elements) while maintaining the overall functional structure. This selective customization approach enables player expression and engagement without requiring complete redesign of the entire arena system, thus balancing adaptability with manageable system complexity.
Data Source
AI summary
Disclosed are new and innovative methods and systems for coordinating a game having a plurality of players. One of the methods comprises: enabling each of the plurality of players to create a team of champions; and creating a one or more real-time battles between a plurality of human players.


