Multi-Layer Map Track Display for Height-Based Game Navigation
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Solution Overview
Problem
Existing game programs struggle to effectively display a player character's tracks based on movement records in a virtual space when the map image has multiple layers corresponding to different heights, leading to confusion and difficulty in recognizing tracks across varying elevations.
Innovation Solution
A game system and processing method that overlays player character tracks on a map image with different thicknesses based on the layer being displayed, allowing for easy recognition of tracks at the current height and enabling switching between layers, all-track display, and time-varying track reproduction, with additional markers and icons for user interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If tracks from multiple layers are displayed on a single map image, then the completeness of track information is improved, but the visual clarity and recognizability of tracks deteriorates
Solution Approach 1:
The patent segments track display by layer, displaying tracks from different height layers as separate visual elements on the map image. Each layer's tracks are rendered with distinct visual properties (such as different colors, line styles, or opacities) to differentiate them, allowing complete track information to be presented while maintaining visual clarity through systematic separation of the data into manageable visual groups.
2Device complexity
If all layer tracks are displayed with the same display form, then the simplicity of display processing is improved, but the ability to recognize current layer tracks deteriorates
Solution Approach 1:
The patent applies different display forms to tracks based on their spatial location relative to the current layer. Tracks belonging to the currently displayed layer are rendered with enhanced visual properties (such as brighter colors, thicker lines, or different patterns) compared to tracks from other layers, which are displayed with subdued or alternative visual properties. This local differentiation in display quality enables easy recognition of current layer tracks while maintaining a unified display processing framework.
Data Source
AI summary
Time-series records of locations of a player character from the start of a game are stored into a storage medium. One of a plurality of layers corresponding to heights in a virtual space in a map image having the plurality of layers is displayed according to a user's first command. Track display is performed according to the user's second command when the map image is being displayed, wherein the player character's tracks based on the records are displayed, overlaying the map image of the layer being displayed, and a portion of the tracks based on the records at the height corresponding to the layer being displayed are displayed in a display form different from that of portions of the tracks based on the records at the heights corresponding to the layers other than the layer being displayed.


