3D Battle Scene Panel Animation for Card Game Visual Engagement
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Solution Overview
Problem
Existing card games on electronic devices lack visual engagement, leading to a desire for improved game programs and processing methods that provide higher visual effects in battles between users.
Innovation Solution
A game program and processing method that stores and manages panel data for characters, including motion and cost points, to display them dynamically on a game screen, allowing users to select and position panels in a battle scene, enhancing visual effects by emphasizing panel characteristics and interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If traditional two-dimensional card games are used, then the game system is simple and easy to operate, but the visual effect is boring and lacks engagement
Solution Approach 1:
The patent transitions from traditional two-dimensional card displays to a three-dimensional battle scene where card panels are arranged in a virtual space with depth, width, and height dimensions. Characters and panels are positioned in a three-dimensional coordinate system, creating a cartoon-like battle visualization that significantly enhances visual engagement while maintaining the underlying card game mechanics.
Solution Approach 2:
The patent creates virtual copies of card panels and characters in a three-dimensional virtual space. Each card panel is represented as a visual element that can be positioned and animated in 3D space, allowing multiple instances of the same card type to be displayed simultaneously in different locations, enhancing the visual spectacle without adding physical complexity.
2Ease of operation
If card panels are displayed with motion information and animations, then user engagement and visual effect are improved, but the data processing and storage requirements increase
Solution Approach 1:
The patent segments card panel data into distinct components including motion information, position coordinates, and animation parameters. Each panel is represented as a structured data object with separate fields for visual properties and movement characteristics, allowing efficient storage and independent processing of animation data without requiring complete redisplay of entire card sets.
Solution Approach 2:
The patent utilizes parameter-based animation where motion and visual effects are controlled by changing numerical parameters (position coordinates, speed values, rotation angles) rather than storing complete animation sequences. This allows dynamic adjustment of panel movements and visual effects while minimizing data storage requirements through mathematical parameter representation.
Data Source
AI summary
A non-transitory computer readable recording medium stores game program code instructions for a game in which users do battle, and the game program code instructions cause a computer to perform a data storage function of storing a first panel data that includes a plurality of panels associated with the first user to a storage unit; a control function of receiving information regarding a selection by the first user, the selection being for one or more panels indicating characters to be disposed in one or more divisions of a game display screen including a display region formed by the divisions; the data storage function further stores the panel associated with information of motion to the storage unit, and the control function transmits information for displaying the panel as a moving character according to the information of motion associated with the panel when the panel is disposed in a target division.


