NPC Follow Control for Intentional Player Approach in Games
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Solution Overview
Problem
Conventional game technologies make it difficult for users to control player characters to approach non-player characters according to their intentions, as non-player characters often move in sync with the player character, leading to unintended operations.
Innovation Solution
A game processing method that allows users to control non-player characters to accompany or stop moving based on player character movements, with specific controls triggered by user inputs, including setting positional relationships and timing, to facilitate intended interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the non-player character moves together with the player character, then the non-player character can accompany the player character, but the player character cannot be controlled to approach the non-player character according to user intention
Solution Approach 1:
The system dynamically switches between two movement modes: in the first mode, the non-player character automatically follows the player character; in the second mode, the non-player character remains stationary at a predetermined position. This dynamic switching allows the system to adapt its behavior based on user input, resolving the contradiction between automatic accompaniment and controlled approach.
Solution Approach 2:
The system changes the movement parameter of the non-player character from following the player character to remaining stationary at a predetermined position. By modifying this key parameter based on user input, the system enables the player character to approach the non-player character according to user intention while maintaining the ability for automatic accompaniment when needed.
2Ease of operation
If the non-player character stops moving within a range including the player character, then the player character can approach the non-player character, but the non-player character cannot accompany the player character when the player character moves
Solution Approach 1:
The system implements dynamic switching between movement modes based on user input. When the user inputs to bring the player character near the non-player character, the system switches to the second mode where the non-player character remains stationary. When the user wants to move away, the system switches back to the first mode where the non-player character automatically follows. This dynamic adaptation resolves the contradiction between ease of approach and ability to accompany.
3Ease of operation
If the non-player character remains stationary at a predetermined position, then the player character can be controlled to approach the non-player character, but the non-player character cannot move to accompany the player character
Solution Approach 1:
The system dynamically switches between two modes: in the first mode, the non-player character automatically follows the player character; in the second mode, the non-player character remains stationary at a predetermined position. This dynamic switching allows the system to provide precise control for approach operations when needed, while maintaining automatic accompaniment capability when the user wants to move away.
Solution Approach 2:
The system changes the movement parameter of the non-player character between following and stationary states based on user input. This parameter change enables precise control of the player character's approach to the non-player character, while allowing automatic following to resume when the user inputs to move away.
Data Source
AI summary
An example of an information processing system performs a control for moving a non-player character so as to accompany a player character, and a control for stopping movement of the non-player character within a first range according to stop of movement of the player character. The information processing system executes a control corresponding to the non-player character according to a second operation input performed in a state where a predetermined positional relationship indicating that the player character and the non-player character are near to each other is satisfied. In a case where the player character resumes moving after having been stopped, if the player character is positioned within a second range including the first range, the non-player character does not resume moving along with the player character, and the non-player character resumes moving according to the player character moving out of the second range.


