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
Engineering 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
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
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
2Productivity
If the combat area is shrunk to induce combat, then combat frequency increases, but the gameplay becomes predictable and repetitive
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
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
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
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
Data Source
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.


