Touch Control Method for Mobile Real-Time Simulation Games
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Solution Overview
Problem
Users face difficulties in controlling actions in real-time strategy games on touch screens due to their small size, making it challenging to perform tasks like resource collection, building, and troop management efficiently.
Innovation Solution
A touch control method that selects functions based on the interval and pattern type of touch inputs, allowing for actions such as screen enlargement, unit selection, and troop designation through long, short, and double touches, enabling more precise control on mobile devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a touch screen is used for controlling real-time strategy games, then portability and accessibility are improved, but control precision and operational efficiency deteriorate due to the small screen size
Solution Approach 1:
The touch control method segments the control operations into distinct patterns (single touch, double touch, long press, short press) and time intervals, allowing precise differentiation of user intentions despite the limited physical space on the touch screen. Each pattern triggers specific game functions, enabling complex control without physical buttons
Solution Approach 2:
The system dynamically adjusts control interpretation based on touch duration, pressure, and timing intervals. The same physical location can trigger different functions depending on whether it's a brief tap or a prolonged press, maximizing the functional capacity of the limited screen real estate
2Device complexity
If traditional touch screen controls are used, then device simplicity is maintained, but operational complexity increases for real-time strategy games
Solution Approach 1:
The touch screen serves multiple functions beyond simple selection: it detects tap location, press duration, double-tap sequences, and combination touches. This multi-functionality allows a single input device to handle diverse game controls including unit selection, building construction, resource gathering, and tactical commands without additional hardware
Solution Approach 2:
The system changes interpretation parameters based on touch characteristics - duration threshold distinguishes between quick selects and deliberate actions, inter-tap timing distinguishes between accidental double-taps and intentional commands. These parameter variations enable rich control vocabulary from simple physical inputs
3Adaptability or versatility
If more touch patterns are recognized to improve control precision, then functional versatility improves, but system complexity increases
Solution Approach 1:
The system uses periodic timing intervals to differentiate between single touches, double touches, and rapid successive touches. By measuring the time interval between consecutive touches, the system can distinguish intentional multi-touch sequences from accidental repeated taps, enabling sophisticated control without complex gesture recognition algorithms
Solution Approach 2:
The touch control system automatically adapts to user needs by recognizing patterns emergent from natural touching behavior. The system self-calibrates by learning typical touch durations and intervals, reducing the need for manual configuration or complex pre-programmed gesture sets while maintaining high functional versatility
Data Source
Figure 1
Figure 2A~2B
Figure 3A~3B(b)
AI summary
The present invention relates to a method for touch control in a mobile real-time simulation game. Particularly, the present invention relates to a touch control method which can provide a function selected among predetermined functions according to the interval from when a touch has been input to when the next touch is input and the pattern type of input touch. A method for touch control in a simulation game performed using multiple units according to one aspect of the present invention may comprises: a first step for displaying the simulation game through a display unit; a second step for inputting a touch having a first pattern on at least a partial area of the display unit; a third step for inputting a touch having a predetermined function, using the interval between when the touch having the first pattern is input and when the touch having the second pattern is input and the pattern type of the input touch having the first pattern and the input touch having the second pattern.