Panel-Based Skill Activation in Video Game Processing
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Solution Overview
Problem
Existing puzzle games lack innovative mechanisms to engage users through strategic selection operations that dynamically affect game progression.
Innovation Solution
A video game processing apparatus that includes skill-related information, a panel display controller, a selection receiver, and a skill activating condition determiner, allowing users to select panels to activate skills based on predetermined conditions, thereby progressing the game.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a user is caused to carry out a selection operation to proceed the video game, then the game progression is controlled, but the game lacks strategic depth and user engagement
Solution Approach 1:
The game interface is segmented into multiple panels displaying different pieces of information (character stats, skills, items, etc.). Users select specific panels to focus on, dividing the complex game data into manageable segments. This allows controlled game progression through selective information gathering without overwhelming the user with all data at once.
Solution Approach 2:
The system pre-arranges multiple panels with different information types in a predetermined pattern before user interaction. Users can then select panels based on their strategic needs, having all possible information options prepared in advance. This enables strategic depth as users plan their information gathering approach before making selections.
2Loss of information
If multiple panels are displayed in a predetermined arrangement pattern, then information organization is improved, but the display complexity increases
Solution Approach 1:
Game information is divided into discrete panels, each containing specific types of data (character attributes, skills, items, enemy info, etc.). This segmentation organizes information logically while keeping each panel's content focused and manageable, reducing the cognitive load of processing all game data simultaneously.
Solution Approach 2:
The panels are arranged in a predetermined spatial pattern on the display screen, creating a two-dimensional information layout. Users can visually scan and select panels based on their strategic needs, adding a spatial dimension to information access that improves organization without requiring complex hierarchical navigation.
3Adaptability or versatility
If skill activation is tied to panel selection, then strategic depth is enhanced, but the operation complexity increases
Solution Approach 1:
The system provides visual feedback by displaying panels with different information types and allowing users to select them strategically. When users select a predetermined number of panels, the system detects this and triggers skill activation, providing clear feedback that their strategic selection has resulted in a game-changing action. This maintains ease of operation through intuitive selection while enabling deep strategy.
Solution Approach 2:
The skill activation mechanism changes the parameter of panel selection from a simple information-gathering action to a dual-purpose action that both informs the user and triggers game effects. By tying skill activation to the number of panels selected, the system transforms a basic UI interaction into a strategic mechanic without requiring complex separate controls.
Data Source
AI summary
A display device is caused to selectably display panels in a predetermined area of a display screen in a predetermined arrangement pattern. When selection of at least one displayed panel is received from a user of a video game processing apparatus, the selected panel and the number of panels are specified. It is determined whether the number of panels satisfies a skill activating condition of a player character or not by referring to skill related information. The skill related information is stored in a skill related information memory. The skill related information contains player character information indicating the player character, skill information indicating a skill, and the skill activating condition indicating an activating condition of the skill. In a case where it is determined that the number of panels satisfies the skill activating condition, action processing for the skill by the player character is carried out.


