User Character Motion Controls for State-Based Jump Attack Variety
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Solution Overview
Problem
Existing 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 simple and easy to understand, 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 character's current state (grounded vs. airborne). When the character becomes airborne, jump attack motion input objects are activated, providing context-dependent gameplay options that increase versatility without permanently increasing complexity.
Solution Approach 2:
The system changes the operational parameters of the game by introducing state-based activation of different motion types. The transition from ground-based to airborne state triggers a parameter change that enables new combat mechanics (jump attacks), thereby increasing gameplay variety while maintaining intuitive control.
2Reliability
If more motion types are introduced to enhance gameplay, then gameplay satisfaction increases, but the control system becomes more complex
Solution Approach 1:
The input object system is designed to be dynamic rather than static. Jump attack motion input objects are activated only when the character is airborne, and ground-based attack input objects are used when grounded. This dynamic activation reduces the perceived complexity by showing only relevant controls at any given moment.
Solution Approach 2:
The combat system is segmented into distinct motion phases (ground-based and airborne), each with its own set of input objects. This segmentation allows the system to manage complexity by dividing the control space into manageable, context-specific subsets rather than presenting all controls simultaneously.
3Adaptability or versatility
If the combat area is reshaped to provide new experiences, then user engagement increases, but the game mechanics become more difficult to master
Solution Approach 1:
The combat area is dynamically reshaped by enabling airborne movements and jump attacks, which add vertical dimension and new traversal options. Despite this increased adaptability, the control ease is maintained by using intuitive motion-based input objects that automatically activate based on character state, requiring minimal cognitive load from the user.
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.


