User Character Motion Control for State-Based Jump Attacks
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Battle royale games lack innovative gameplay mechanics that can attract and engage users, often relying on repetitive area-shrinking combat methods, leading to potential elimination due to mistakes.
Innovation Solution
Introduce a method and device for controlling user character motions, including determining jump conditions such as being airborne, activating jump motion and attack inputs, and implementing unique combat mechanics like jump attacks.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional area-shrinking combat methods are used in battle royale games, then the gameplay structure is simple and easy to understand, but the gameplay becomes repetitive and fails to attract user interest
Solution Approach 1:
The patent implements dynamic motion input objects that change based on the user character's state. The jump motion input object is activated only when the character is airborne, and the jump attack motion input object is activated only when the character is jumping. This dynamic activation system provides versatile gameplay options while maintaining clear, state-based control logic that is not overly complex.
2Adaptability or versatility
If new motion inputs like jump attacks are introduced, then new combat strategies become available, but the control system becomes more complex
Solution Approach 1:
The system performs preliminary detection of the user character's state (airborne, jumping) before activating the corresponding motion input objects. By determining the character's state in advance and pre-activating the appropriate input objects, the system enables new combat strategies like jump attacks without requiring complex real-time control logic during combat execution.
3Reliability
If jump motion is activated based on airborne condition, then realistic character behavior is achieved, but the condition detection system becomes more complex
Solution Approach 1:
The system uses feedback from the user character's state detection to control input object activation. By continuously monitoring whether the character is airborne or jumping and using this feedback to activate or deactivate the corresponding motion input objects, the system achieves realistic character behavior with a relatively simple state-based detection mechanism rather than complex physics calculations.
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.


