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

VSEngineering 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

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 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.

Inventive Principle:
Principle #15Dynamics

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.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If more motion types are introduced to enhance gameplay, then gameplay satisfaction increases, but the control system becomes more complex

Engineering Contradiction:
Improvegameplay satisfactionVSAvoidinput object complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

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.

Inventive Principle:
Principle #15Dynamics

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.

Inventive Principle:
Principle #1Segmentation

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

Engineering Contradiction:
Improvecombat area variabilityVSAvoidmotion control ease
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

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.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250213978A1Method and device for controlling motion of user character
Publication Date: 2025.07.03 NC CORP
  • US20250213978A1 patent drawing
  • US20250213978A1 patent drawing
  • US20250213978A1 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.