Virtual Battle Display Segmentation for Multiplayer Control Efficiency
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Solution Overview
Problem
In multiplayer battle games, the chaotic nature of simultaneous attacks between multiple virtual characters leads to low efficiency in player control.
Innovation Solution
The battle image is divided into n battle regions based on the depth of field range, with each region containing at least one first and one second virtual character, and battle animations are displayed separately for each region to improve player control efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple virtual characters perform mixed battle on the same field, then the battle complexity and entertainment value are improved, but the player's control efficiency deteriorates due to chaotic attacks
Solution Approach 1:
The battle field is segmented into multiple independent battle regions based on depth of field ranges. Each region contains specific virtual characters and their battles are displayed separately. This segmentation allows multiple battles to occur simultaneously while maintaining clear visual separation, thus improving player control efficiency without reducing battle complexity.
2Loss of information
If all virtual characters are displayed on the same field, then the complete battle information is provided, but the player's attention is scattered and control efficiency is reduced
Solution Approach 1:
The complete battle information is preserved by dividing the field into multiple battle regions, each displaying specific character interactions. Players can focus attention on individual regions while still accessing complete battle information across all regions, thus maintaining both information completeness and attention concentration.
Solution Approach 2:
The battle display transitions from a single-plane view to a multi-region spatial arrangement based on depth of field ranges. This dimensional organization allows players to mentally organize battle information by depth layers, improving attention concentration while preserving complete battle information.
Data Source
AI summary
Virtual battle display methods and systems are described herein, and relate to the field of human-computer interaction. Techniques may include receiving a battle start operation, displaying a battle image of a virtual battle in response to the battle start operation, and displaying battle animations respectively corresponding to n battle regions. There may be at least two teams, each with one or more virtual characters. Each of the n battle regions may include at least one virtual character from each team. The number of battle regions displayed may be based on a depth of field of the virtual battle area.


