User Character Jump Attack Controls for Varied Battle Royale Combat

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Solution Overview

Problem

Battle royale games lack innovative gameplay mechanics that can attract and engage users, leading to repetitive combat scenarios and potential elimination due to mistakes.

Innovation Solution

Introduce a method and device for controlling user character motions, including determining jump conditions, activating jump and jump attack inputs, and utilizing airborne states to enhance gameplay experience and combat variety.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional combat mechanics are used in battle royale games, then the gameplay is easy to understand and operate, but the gameplay becomes repetitive and lacks innovation

Engineering Contradiction:
Improvegameplay varietyVSAvoidmotion control complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically changes the available input objects and motion types based on the user character's current state (grounded vs. airborne). When the character becomes airborne through jumping, the system activates additional jump attack motion input objects that were not available when grounded, creating state-dependent gameplay dynamics that increase versatility without permanent complexity

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the operational parameters of motion control by switching between different sets of input objects based on character state. The jump attack motions introduce new parameters (airborne attack timing, mid-air positioning) that expand gameplay variety while maintaining intuitive control through context-aware activation

Inventive Principle:
Principle #35Parameter changes

2Productivity

If the combat area is shrunk to induce combat, then combat frequency increases, but the gameplay becomes predictable and repetitive

Engineering Contradiction:
Improvecombat frequencyVSAvoidcombat scenario variety
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system introduces vertical dimensionality to combat by enabling jump attacks and airborne motions. Instead of confining combat to ground level, players can now engage enemies in three-dimensional space, adding height as a new dimension for combat maneuvers and creating diverse combat scenarios beyond traditional ground-based encounters

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The combat system becomes more dynamic by allowing transitions between ground and air states during combat. Players can jump into combat, perform aerial attacks, and land strategically, creating fluid and unpredictable combat sequences that increase both frequency and variety of combat scenarios

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If users play traditional battle royale games, then the game is easy to learn, but users may be eliminated due to mistakes and lack engagement

Engineering Contradiction:
Improvegameplay accessibilityVSAvoidelimination risk
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system provides contextual input objects that appear at appropriate moments to guide player actions. By activating jump and jump attack input objects based on character state, the system cushions players against mistakes by providing intuitive controls for recovery and counter-attacks, reducing elimination risk while maintaining ease of operation

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

Data Source

PatentUS20250213985A1Method and device for controlling motion of user character
Publication Date: 2025.07.03 NC CORP
  • US20250213985A1 patent drawing
  • US20250213985A1 patent drawing
  • US20250213985A1 patent drawing

AI summary

The present disclosure relates to a method and device for controlling a motion of a user character. According to an embodiment of the present disclosure, there may be provided a method of controlling a motion of a user character, the method including: determining whether a condition for a jump motion of the user character is satisfied; based on determining that the condition for the jump motion of the user character is satisfied, activating a jump motion input object and determining whether the user character is jumping; and based on determining that the user character is jumping, activating a jump attack motion input object, wherein the condition for the jump motion includes that the user character is airborne.