Dynamic Skill Ring Interface for Mobile Game UI Layout
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Solution Overview
Problem
Existing information processing methods for large-screen and super-screen intelligent terminals lack an effective solution to manage additional capabilities, leading to inconvenient searching, screen area occupation, and reduced operation precision due to the random placement of capabilities.
Innovation Solution
The implementation of a method that renders a graphical user interface with skill ring or skill arc objects, allowing for the placement of skills in fixed window locations, enabling convenient searching and efficient operation by maintaining a consistent screen area usage regardless of the number of added skills.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If capabilities are randomly added at any location in the graphical user interface, then the quantity of capabilities can be increased, but the screen area is massively occupied and operation precision is reduced
Solution Approach 1:
The patent transforms the traditional linear or grid-based capability arrangement into a circular skill ring structure. By organizing capabilities along a circular path with fixed window locations, the interface maintains a constant radial footprint regardless of the number of capabilities. This dimensional reorganization allows multiple capabilities to be accessed within a confined circular area, preventing screen space from being massively occupied while still providing access to numerous functions.
Solution Approach 2:
The skill ring object implements dynamic capability display where window locations can be selectively shown or hidden based on the number of capabilities added. When the quantity of capabilities reaches a threshold, the system dynamically adjusts which window locations are displayed, maintaining optimal screen area utilization while preserving access to all capabilities through the circular navigation structure.
2Adaptability or versatility
If capabilities are randomly added at any location in the graphical user interface, then the quantity of capabilities can be increased, but user searching convenience is reduced
Solution Approach 1:
The patent pre-establishes fixed window locations around the skill ring structure before capabilities are added. These predetermined locations serve as ready-to-use slots that maintain consistent spatial relationships. When capabilities are added, they are automatically assigned to these pre-defined window locations, eliminating the need for users to search through random or dynamically changing positions. The preliminary arrangement of window locations provides a stable, predictable interface that enhances searching convenience regardless of the total number of capabilities.
3Adaptability or versatility
If capabilities are randomly added at any location in the graphical user interface, then the quantity of capabilities can be increased, but operation precision is reduced due to misoperations
Solution Approach 1:
The patent divides the skill ring into discrete, segmented window locations that are evenly distributed around the circular structure. Each window location represents a distinct, isolated position for a capability, preventing accidental selection of adjacent capabilities. This segmentation creates clear visual and functional boundaries between different capabilities, reducing misoperations while allowing an increased quantity of capabilities to be organized in a structured manner around the ring.
Data Source
AI summary
A method includes: displaying, in a game user interface, a first game scene including at least one game character; displaying a skill selection object in the game user interface, the skill selection object including a plurality skill slots; determining a set of deployable skills corresponding to the first game scene, wherein a total number and types of skills included the set of deployable skills are dynamically determined based on a predefined set of characteristics of the first game scene; and distributing the set of deployable skills into one or more of the plurality of skill slots in the skill selection object, wherein a corresponding skill is deployed in the first game scene when selected by a user from the one or more of the plurality of skill slots in the skill selection object.


