Virtual Projectile Throwing Curves Linked to Character Stamina

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Solution Overview

Problem

Existing game interaction methods lack diversity and effective display effects, limiting the human-computer interaction experience.

Innovation Solution

A game interaction method that determines the throwing curve of a virtual projectile based on the remaining physical strength value of a virtual object, incorporating attributes such as transparency, throwing deflection angle, and throwing distance, to enhance the interaction experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a virtual projectile is thrown with fixed attributes regardless of character state, then the operation is simple, but the interaction diversity and display effects are poor

Engineering Contradiction:
Improveinteraction diversityVSAvoidthrowing curve determination complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The throwing curve attributes are made dynamic by linking them to the real-time physical strength value of the virtual object. As the physical strength changes during gameplay, the throwing curve attributes (transparency, deflection angle, height, distance) automatically adjust, creating a dynamic interaction system that adapts to the character's current state without requiring complex manual configuration

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameters of the throwing curve based on the physical strength value parameter. By establishing a correspondence between the physical strength value and throwing curve attributes, the system achieves interaction diversity through parameter variation rather than through complex structural changes, resolving the contradiction between versatility and complexity

Inventive Principle:
Principle #35Parameter changes

2Reliability

If the throwing curve attributes are determined by real-time physical strength value, then the display effects and interaction diversity improve, but the calculation and determination process becomes more complex

Engineering Contradiction:
Improveinteraction experience qualityVSAvoidattribute determination system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system achieves reliability through self-service by automatically determining throwing curve attributes based on the virtual object's own physical strength value. The character's physical strength parameter directly determines the throwing characteristics without requiring external intervention or complex control systems, simplifying the determination process while maintaining high interaction quality

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent implements feedback by continuously monitoring the physical strength value and using it to adjust the throwing curve attributes in real-time. This feedback mechanism ensures that the interaction experience reliably reflects the character's current state, improving reliability while keeping the system relatively simple through direct parameter mapping

Inventive Principle:
Principle #23Feedback

3Measurement precision

If traditional throwing mechanics are used without physical strength consideration, then the system is simple to operate, but the player control precision and strategic depth are limited

Engineering Contradiction:
Improvethrowing control precisionVSAvoidthrowing operation simplicity
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent applies preliminary action by displaying the throwing curve before the projectile is actually thrown. This allows players to preview the throwing trajectory and adjust their aim or timing based on the predicted path determined by their character's physical strength, improving control precision while maintaining operational simplicity through visual guidance

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The throwing curve serves as an intermediary between the player's input and the actual projectile launch. It mediates the interaction by translating the physical strength value into a visual representation of the throwing trajectory, allowing players to make precise adjustments without directly manipulating complex physics parameters, thus balancing precision and ease of operation

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20260034452A1Game interaction method and apparatus, device, and computer-readable storage medium
Publication Date: 2026.02.05 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260034452A1 patent drawing
  • US20260034452A1 patent drawing
  • US20260034452A1 patent drawing

AI summary

A game interaction method is performed by a computer device. The method includes: displaying a virtual scene including a virtual object holding a virtual projectile and a throwing control, and the throwing control being configured for throwing the virtual projectile; in response to a trigger operation for the throwing control, generating a throwing curve of the virtual projectile in the virtual scene, at least one attribute of the throwing curve being determined based on a remaining physical strength value of the virtual object, and the at least one attribute comprising at least one of a transparency, a throwing deflection angle, a throwing height, or a throwing distance; and in response to that the trigger operation ends, throwing the virtual projectile according to the throwing curve. Accordingly, the diversity of game interaction and the display effect of a throwing curve are improved, and the human-computer interaction rate is increased.