In-game Editor for Sprite Customization
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Solution Overview
Problem
Modern video games lack user-friendly customization options that allow modifications across different game applications, requiring users to access and modify complex software code, which is beyond typical user capabilities and often restricted by security measures.
Innovation Solution
An in-game software editor provides users with an intuitive interface to select and modify sprites through an overlaid editing panel, applying universal editing functions that can modify code and attributes across various game applications, enabling unique customizations and simplifying software customization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users access and modify complex software code to customize games beyond pre-set options, then customization capability is improved, but ease of operation deteriorates because it is beyond typical user capabilities and restricted by security measures
Solution Approach 1:
The patent introduces an intermediary system consisting of modification files and an in-game editor that mediates between the user and the game software code. Users interact with high-level modification parameters through the editor interface rather than directly accessing complex code, while the modification files serve as intermediaries that translate these parameters into actual code changes. This resolves the contradiction by providing powerful customization capability through the intermediary layers while maintaining ease of operation through the user-friendly editor interface.
Solution Approach 2:
The patent segments the customization system into distinct components: modification files that contain code changes, an in-game editor interface for user interaction, and the underlying game software. This segmentation allows users to work with simplified modification parameters in the editor without needing to understand the complex underlying code structure, thereby improving customization capability while maintaining ease of operation.
2Ease of operation
If pre-set customization options are provided within each game, then ease of operation is improved, but adaptability deteriorates because customizations are particular to each game and cannot be switched between games
Solution Approach 1:
The patent implements universality by creating modification files and an editor system that can be applied across multiple different game software applications. The modification files contain standardized code structures that can be loaded into different games, and the in-game editor provides consistent interfaces for managing modifications across game titles. This allows customization settings to be transferred and applied across different games, achieving cross-game adaptability while maintaining ease of operation through the universal editor interface.
3Reliability
If security measures are implemented to prevent unauthorized code modification, then reliability is improved, but adaptability deteriorates because users cannot customize beyond pre-set options
Solution Approach 1:
The patent applies preliminary action by pre-creating modification files that contain authorized code changes before they are needed. These modification files are prepared in advance with proper structure and content, allowing users to safely apply pre-vetted customizations without needing to directly edit protected code. The in-game editor further prepares the environment by providing a controlled interface for selecting and applying modifications. This approach maintains software security through pre-approved modification files while enabling customization freedom through the editor system.
Data Source
AI summary
An in-game video game editing system and method is provided. An electronic processor executes a game software application to generate, on a display, a graphical gameplay interface including a plurality of sprites and a graphical editing panel listing predetermined modifications. The electronic processor receives a selection of one of the predetermined modifications ad determines a type of the predetermined modification. The type indicates whether the predetermined modification includes adding a new sprite or selecting an existing sprite. Based on the type, an existing sprite is selected from the graphical gameplay interface. The electronic processor then adds a block of code to the selected sprite based on the predetermined modification to generate a modified sprite, and executes the block of code to provide the modified sprite on the graphical gameplay interface.


